So what you're saying is...So, I have some info that might be helpful or at the very least might be enlightening if nothing else. Firstly, the reason the benchmark had no audio issues or anything was because it was still using the pre-EW audio engine/codecs. Secondly, as part of EW's audio engine changes, they actually switched from using XAudio like in pre-EW to using WinMM which is, apparently, some some black magic legacy stuff from WinXP. As a side note, DX9 mode still uses XAudio according to a friend of mine. Thirdly, the reason some people have no audio issues, some have minor ones, and others have completely unplayable levels of audio issues is cause mixing lengths can behave differently on different systems. The audio issues possibly come from insufficient buffers due to the changes they made. Also, from my understanding due to what a friend of mine talked about as they were looking into this problem, XAudio tended to make buffer management simplistic, you set up a playstream event and were done while WinMM is more involved when it comes to buffer management. Also according to my friend, in 6.01 they adjusted the buffer length down. Fourthly, apparently the Spatial Audio stuff is Stereo Only and according to my friend, there is no reason to be using WinMM to employ the spatial audio.
It's not our hardware that is a 10+ year old problem.
Their new audio system is the 10+ year old problem.
Well, hardware is still part of the issue in the sense that the intensity of the audio issues or complete lack of any of the audio issues on a person by person basis is likely due to the fact that mixing lengths can behave differently on different systems. The cause of the issue itself though is almost certainly 100% the audio engine changes they made and thus the game itself. Also, sadly, they likely can't revert the audio engine stuff to pre-EW because they have a contract with the Immersive Audio company. As a note, my friend is still doing tests as we speak to try and help. They just reproduced the audio stuttering while doing the Heavensturm Event Fate and found it occurred if they had SFX and Ambient turned off but turning either on the sound became normal for them.
Last edited by RinKaenbyou; 01-05-2022 at 08:29 PM.
Assuming they can't revert the engine and are contractually bound to embody, and they've already tried messing with buffer length to no avail, does your friend think there is anything else they could do about it or are we doomed?Well, hardware is still part of the issue in the sense that the intensity of the audio issues or complete lack of any of the audio issues on a person by person basis is likely due to the fact that mixing lengths can behave differently on different systems. The cause of the issue itself though is almost certainly 100% the audio engine changes they made and thus the game itself. Also, sadly, they likely can't revert the audio engine stuff to pre-EW because they have a contract with the Immersive Audio company. As a note, my friend is still doing tests as we speak to try and help. They just reproduced the audio stuttering while doing the Heavensturm Event Fate and found it occurred if they had SFX and Ambient turned off but turning either on the sound became normal for them.
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