Project CARS

Project CARS

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HooksGURU 11/mai./2015 às 15:39
Sound Issues on 5.1 Sound System
Audio Cracking (engine related), missing audio (static) for tunnels & overpass, and cut out...really disapointing as I watched the "Sound Makes Everything" trailer, and this is not the experience I was looking to get.
Última edição por HooksGURU; 11/mai./2015 às 15:39
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Exibindo comentários 3145 de 46
HooksGURU 15/mai./2015 às 14:19 
Escrito originalmente por Lukas Macedo:
Did you verify data cache integrity? I had 14 files with problems.

Yes sir that was my first thought. It isn't and end user issue, it is the sound files & the way they are utilized throughout the game. This is most evident while I was testing various cars on "Route 2" of California in tunnels, and into and out of corners mapping acceleration & deceleration. Quite obvious areas of audio were given more polish than others.
◥DaBeastKing◤ 15/mai./2015 às 16:26 
Escrito originalmente por Mattias:
Escrito originalmente por Evan:
I'm using headphones and the game sounds like im on a 2.1 speaker setup. Sitting in the pits cars that move left to right or visa versa sound very 2D, there is no depth or distance to the way they sound. Also watching replays, the sound of my car cuts in very late and cuts out very early..

I can agree with this. There is no sense in distance of the sounds, the cars behind you can be miles away but you would think they are right behind you. Otherwise, the actual sounds are of very high quality. Just needs to work on the 3D position of the sounds.

Yup, well stated. +1
QbeX 16/mai./2015 às 1:09 
Check your system for latency spikes, cause of glitching sound in my system . LatencyMon is a good tool for checking it.
Max Headroom ² 16/mai./2015 às 1:18 
I used my g930 headset and my digital output 5.1 system and on both i have the problem that the sounds from surrounding cars are way too loud no matter how far they are away. in some cars it gets even worse when the cars around me are louder than my own ...no matter if im using helmet, cockpit or external view. An option to level each individual sound like engine, tyres, effects and so on like in AC could be the solution but from what i see its not possible.
For me this is a real game killer because i get headaches from it after a short while.
Hope this gets fixed or maybe someone knows how to change this here !?
HooksGURU 16/mai./2015 às 5:40 
Escrito originalmente por QbeX:
Check your system for latency spikes, cause of glitching sound in my system . LatencyMon is a good tool for checking it.

I did a follow up response in the other thread related to audio. As I stated there, USB has no effect on audio files within the game, unless you are using USB audio. The two CAN'T be related. The only factor is if you are using onboard audio that shares the same controller, or a faulty motherboard. Regardless, I use direct audio to a DAC that is rated all the way to Dolby ATMOS audio...
Sylas 17/mai./2015 às 4:04 
Escrito originalmente por HooksGURU:
Escrito originalmente por QbeX:
Check your system for latency spikes, cause of glitching sound in my system . LatencyMon is a good tool for checking it.

I did a follow up response in the other thread related to audio. As I stated there, USB has no effect on audio files within the game, unless you are using USB audio. The two CAN'T be related. The only factor is if you are using onboard audio that shares the same controller, or a faulty motherboard. Regardless, I use direct audio to a DAC that is rated all the way to Dolby ATMOS audio...
Sure USB can have lots to do with it. Have you ever had a computer when you moved the mouse, you actually heard sound from the speakers? I have, and I've never used a USB audio solution. It was a problem with the mobo. I had my mouse plugged into USB, and there was cross talk going on somewhere, and the only fix was to get a new mobo eventually. I'm not saying that is your issue, but I have personally seen where USB was interfering with PCI-E and AGP, and all those interfaces. LatencyMon is a good tool to get an idea of how much cross talk is going on. Also, DPC Latency Checker is a free, portable Windows tool that analyses the capabilities of a computer system to handle real-time data streams properly, and will show you if dropouts are occurring.
HooksGURU 17/mai./2015 às 5:43 
Escrito originalmente por Sylas:
Escrito originalmente por HooksGURU:

I did a follow up response in the other thread related to audio. As I stated there, USB has no effect on audio files within the game, unless you are using USB audio. The two CAN'T be related. The only factor is if you are using onboard audio that shares the same controller, or a faulty motherboard. Regardless, I use direct audio to a DAC that is rated all the way to Dolby ATMOS audio...
Sure USB can have lots to do with it. Have you ever had a computer when you moved the mouse, you actually heard sound from the speakers? I have, and I've never used a USB audio solution. It was a problem with the mobo. I had my mouse plugged into USB, and there was cross talk going on somewhere, and the only fix was to get a new mobo eventually. I'm not saying that is your issue, but I have personally seen where USB was interfering with PCI-E and AGP, and all those interfaces. LatencyMon is a good tool to get an idea of how much cross talk is going on. Also, DPC Latency Checker is a free, portable Windows tool that analyses the capabilities of a computer system to handle real-time data streams properly, and will show you if dropouts are occurring.

This is word for word what I wrote in my 5.1 sound issues thread:

I understand what you are saying, but that is not the issue here. It is the audio samples and how & when they trigger, or are used per channel. That is the issue. Again, it is not an end user issue. It is the sound files. Example: 1st gear has an audio sample that starts and ends within an elapsed time; if the original given time is reduced or expanded, it distorts the audio sample within the parameters designated by the audio designer. Thus, when said audio sample is not "looped" as intended you experience "cutout" of that sample. Etc.

That is the issue, whether there is conflicts between completely unrelated hardware within your system is irrelevant, and probably more placebo than anything else. I say this as my audio is IRQ assignment based via and internal driver configuration that receives the instruction via GPU drivers, because I have three graphics units (3-way SLi GTX980 reference), and I use Display port on GPU0 for visual to my monitor, and HDMI for Audio (all other units have audio disabled GPU1+GPU2 IRQ), the audio is direct "lossless" from the source to my reciever (VSX-823), thus the original source is not effected by either the DAC, nor the GPU audio drivers themselves. So that argument of driver conflict is null & void.

I have been around PCs many years, I can tell the difference between driver conflict and source audio without hesitation. It is the game, not the hardware in this situation.

A perfect indication of this is the listening position distortion from distant audio sources. The inaccuracy of both volume and distance indicate that the same samples were used for both close proximity and distant proximity...it is lazy audio design to be 100% honest. Especially since the title had trailers that showcased the audio fidelity. It is on the developers to correct this, not the consumer. If what you said was true, you would be able to replicate the same audio issue at the same frequency & configuration with other games. Which, I can tell you right now...you won't get the same results. I bet on it.

I hope that helps bring clarity to what I am discussing.
Última edição por HooksGURU; 17/mai./2015 às 5:44
Galon007 17/mai./2015 às 6:11 
Escrito originalmente por HooksGURU:
Escrito originalmente por Sylas:
Sure USB can have lots to do with it. Have you ever had a computer when you moved the mouse, you actually heard sound from the speakers? I have, and I've never used a USB audio solution. It was a problem with the mobo. I had my mouse plugged into USB, and there was cross talk going on somewhere, and the only fix was to get a new mobo eventually. I'm not saying that is your issue, but I have personally seen where USB was interfering with PCI-E and AGP, and all those interfaces. LatencyMon is a good tool to get an idea of how much cross talk is going on. Also, DPC Latency Checker is a free, portable Windows tool that analyses the capabilities of a computer system to handle real-time data streams properly, and will show you if dropouts are occurring.

This is word for word what I wrote in my 5.1 sound issues thread:

I understand what you are saying, but that is not the issue here. It is the audio samples and how & when they trigger, or are used per channel. That is the issue. Again, it is not an end user issue. It is the sound files. Example: 1st gear has an audio sample that starts and ends within an elapsed time; if the original given time is reduced or expanded, it distorts the audio sample within the parameters designated by the audio designer. Thus, when said audio sample is not "looped" as intended you experience "cutout" of that sample. Etc.

That is the issue, whether there is conflicts between completely unrelated hardware within your system is irrelevant, and probably more placebo than anything else. I say this as my audio is IRQ assignment based via and internal driver configuration that receives the instruction via GPU drivers, because I have three graphics units (3-way SLi GTX980 reference), and I use Display port on GPU0 for visual to my monitor, and HDMI for Audio (all other units have audio disabled GPU1+GPU2 IRQ), the audio is direct "lossless" from the source to my reciever (VSX-823), thus the original source is not effected by either the DAC, nor the GPU audio drivers themselves. So that argument of driver conflict is null & void.

I have been around PCs many years, I can tell the difference between driver conflict and source audio without hesitation. It is the game, not the hardware in this situation.

A perfect indication of this is the listening position distortion from distant audio sources. The inaccuracy of both volume and distance indicate that the same samples were used for both close proximity and distant proximity...it is lazy audio design to be 100% honest. Especially since the title had trailers that showcased the audio fidelity. It is on the developers to correct this, not the consumer. If what you said was true, you would be able to replicate the same audio issue at the same frequency & configuration with other games. Which, I can tell you right now...you won't get the same results. I bet on it.

I hope that helps bring clarity to what I am discussing.

+1
ThoR4X 17/mai./2015 às 6:39 
I'm using a 5.1 Headset, experiencing some soundbugs.

1. If you have an enginedamage, the engine switches off. But if you change the camera to an outside position (if the engine turned off while cockpit camera), the engine is still running.

2. Same if you switch off the engine manually, changing camera, its still on in some views.

3. Strange sound in some cars, if you hit the engine speed limiter. It seems, if the sound of hitting the engine speed limiter has been recorded in a different way. Sounds pretty strange.

Notice: I switched over to 2.1 soundsystem, just to make sure its not my headset. Same sound issues as well.
LarZen 2/jul./2015 às 4:22 
I see that the problem has not been fixed.. Using a 5.1 sound setup and the rear speakers makes crackling sounds with some cars. Gues I have to use the refund option and buy it for my PS4 instead then...
Última edição por LarZen; 2/jul./2015 às 4:27
The Way 2/jul./2015 às 6:11 
Escrito originalmente por HooksGURU:
Escrito originalmente por Terry Pip:
I should also add that the assistant is non-existent for me. He showed up for one race near the start of the game... never to be heard since. But the main issue for me is that popping on transmission shifts.

Realtek onboard, analogue out to stereo headphones.

Yeah, my guess is corrupted data in the system files. Same thing goes with engine sound packages, ambient sound etc. I am noticing more and more the more time I spend with the game. Various sounds do not trigger correctly, and or muffled/static. It is really a wonder they made it to the final build...

Realtek onboard, analogue out to stereo headphones,also for myself.
California highway is where i get audio mistimings,say two hundred meters from tunnel i get the going through tunnel sound,then stops as i go through tunnel.
Weird,but not game breaking.
Leviathan 2/jul./2015 às 6:18 
Does it happen in the same spots if you enable stereo output ?
LarZen 2/jul./2015 às 7:10 
Escrito originalmente por Leviathan:
Does it happen in the same spots if you enable stereo output ?

It's fine in stereo. I play all my games in 5.1 and this is so far the only one I have had problems with.
HooksGURU 2/jul./2015 às 7:37 
Escrito originalmente por Svein Olav:
Escrito originalmente por Leviathan:
Does it happen in the same spots if you enable stereo output ?

It's fine in stereo. I play all my games in 5.1 and this is so far the only one I have had problems with.

I agree. This is the only game since the days of EAX that I have had sound issues with.

My audio setup is as follows:
Pioneer VSX-823 (HDMI) to full range Klipsch 5.1 "Reference Series," with the R-12SW Subwoofer.

Using Displayport from GPU 0 (GTX980Ti) to VP2770 IPS for video output. GPU 1 (GTX 980Ti) has no outgoing connections.

Configuration is in SLi, on ASUS X99 Chipset (onboard audio disabled).

Using Current NVIDIA 353.38 Drivers with Current NVIDIA HD Audio for passthrough lossless audio @ 24-bit 48000Hz (Studio Quality).

The rest of my build is in my profile for reference.

As previously stated in this thread, all of the audio issues are still present since Patch 2.0.

EDIT: I was using 3-way SLi GTX980 reference units when I first reported the issues. Now, I am on 2-way GTX980Ti units. The DAC/Passthrough audio is identical on both PCBs, however, I thought it was worth mentioning to clear confusion surrounding the GPU changes made to my build recently.
Última edição por HooksGURU; 2/jul./2015 às 7:43
fiese Fee™ 2/jul./2015 às 7:38 
On California Highway there is one Tunnel,i drive through,in the middle of the Tunnel the Reverb disapears,after 3 seconds the reverb comes back but im out of the Tunnel and hear the Reverb.
I use a X-Fi Soundcard with Teufel 5.1 Soundsetup.

i find it strange that i can hear some Cars louder then my own Car in Cockpit View.
Última edição por fiese Fee™; 2/jul./2015 às 7:38
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