3D Sound Is Terrible In Conversation But 2D Sound Doesn't Work -- What's Going On?
Balkoth
Member Posts: 161
If I move the slider all the way to the 2D side it just lowers the volume on everything. The voices even at 100% volume (versus 40% before) are insanely quiet. Can't even hear the words for spell casting.
And I don't like the 3D sound being based on the camera rather than my character. Rotating the camera during a conversation shouldn't make it sound like the speaker is circling around me.
Here's a video showing the problems.
Edit: this is how Diamond Edition sounds.
And I don't like the 3D sound being based on the camera rather than my character. Rotating the camera during a conversation shouldn't make it sound like the speaker is circling around me.
Here's a video showing the problems.
Edit: this is how Diamond Edition sounds.
Post edited by Balkoth on
2
Comments
@niv Any ideas?
The current EE has NPCs on the RIGHT side of the screen sound like they're coming out of the LEFT ear.
https://support.baldursgate.com/issues/34564#change-211628
It may help if you comment there with your specs, particularly the sound setup. For me I get a lot of voice coming from the rear speakers.
My laptop has a Realtek HD sound card and 3D sound works fine in any other game. The fact that 3D sound depends heavily on camera positioning is bizarre. I've tried increasing the 2D sound bias on the slider, but it just seems to lower the volume on the "3D" sound. I was hoping I could disable the feature entirely. It really has no place in this game.
I guess I'm not feeling optimistic about the ticket system given how this was never fixed (or even acknowledged).
@Dark_Ansem Don't know.
- Sounds playing through wrong side of headset.
- Poor volume levels.
I am the OP. If something isn't working because of something I need to adjust on my end, then technical support makes sense. But if it's broken for EVERYONE and it's a bug that we can't do anything about, moving it to technical support doesn't help. Or it might be the new intended behavior and I just don't like it. Hence why the distinction is important and why I posted it in a forum with more visibility.
Edit: It's noticeable while using headphones and may not seem so obvious while the speakers are turned on.
Also, I previously posted a different bug a month ago. That one was a clear bug that's easily reproducible. So far it hasn't even been acknowledged as a bug, let alone been worked on.
As for "hasn't even been acknowledged as a bug, let alone been worked on" - don't worry, they'll get to it.
All I got so far from Beamdog is "File a ticket."
I can't believe more people aren't complaining about this.
It's enough to damage Beamdog's quality reputation pretty seriously, I think.
Additionally, the new OpenAL soft DLL is only part of the current Windows install, and as I am on a Mac, I have experimented with the MacOS OpenAL soft distributions, but not given them much weight since they did not address some of my funny issues with the game.
I don't understand why people have such a hard time with 3d/2d bias, but I don't think Bioware labelled these sliders very well, and like some of NWN's other accomodations for the days when everyone had a CRT, the slider serves a lot less purpose than it did then. It's essential task is to turn up "3d" and down "2d", or turn down "3d" and up "2d" sounds so that they are of comparable volumes. This obviously is "earballed", since you won't even hear the same recording coming from both "2d" and "3d" source, and any individual recording has it's own volume at any given instant anyways.
A "2d" sound is a pre-mixed stereo recording of something like inventory armor clanks or a narrator speaking, or the wind in the area blowing. A "3d" sound is a MONO recording placed in an XYZ location in the current game scene, whose location is translated into "positional sound" during the game's stereo mixdown. That is to say that running passed a fire on your right should allow you to hear a fire get louder and then quieter in the right headphone only.
For whatever reason anytime people start to play with this balance to fix a different issue (like the music being far louder than the sound effects, or a builder's sound effects not being loud enough, or a tileset never having been giving footstep sounds, or a custom race breaking Bioware's original incantation voice effects) they move it all of the way to one side or the other, which of course mutes one of the two above categories entirely. Then they say that it made things worse, which is correct.