Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
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.
Yup, well stated. +1
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 !?
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...
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
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.
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.
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.
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.