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Is this an issue with the game?
%LOCALAPPDATA%\CloverIsland\Saved\Config\WindowsNoEditor
In there, open up game user settings and set audio quality to =1 (rather than 0). Before doing this make sure you have set the options to your liking ingame because you'll make this file read only. Right click on the file after you edit it, go to properties and tick read only.
Then go to your windows sound settings and set your main sound output device to 16 bit - 44100 Hz.
Must fix the problems.
I let my settings 24 bit 48000, my sound problems were solved alone by =1 change. Thx a lot, your advice made the game enjoyable for me now. Before the sound was a mess! I just wonder why the Devs do such little settings wrong?
In "Inner Chains" I had to manipulate an .ini file to activate V-Sync, because without that the game crashed after a few seconds. The same here with "Skylar and Plux", but at least they offered the V-Sync option. I'm really wondering why it's always a Steam user who helps fixing, almost never the Devs... Anyway, thx for your info!
You're welcome. I also suggest forcing always enable vsync option with prerendered frames at either 1 or 2 (1 may introduce stutter) in the control panel of Nvidia (or AMD equivalent) and turn it off ingame. Also limiting the frame via MSI Afterburner's included Riva tool to your montior's refresh rate helps A LOT!
About the devs, cut them some slack, the fix involved no hex editing, external tool using or unpacking unreal files, deleting stuff etc. It seems like it's overlooked rather than insolence..
Hello everyone, I am one of the devs (Producer and Audio including music) and I would like to start by thanking KaanSatisHesabi for finding a fix for this issue.
I would like to have help from you understanding what actually is solved by the fix you have found.
Let me explain what is going on under the hood: We are using a third party audio engine called Fmod and the implementation for Unreal Engine is cutting edge which unfortunately also means that it is really confusing and a bit buggy. We did configure all of Fmod settings in a way that would allow Fmod to operate the audio on maximum quality but somehow som PC systems had encountered this issue that apparently can be solved with editing user settings. Frankly, I don't understand why this would fix the issue, so therefore I would like to investigate and see if you can help me out with this.
Take a look at this image: http://imgur.com/a/WGL4X
These are all the parameters that we could use to operate Fmod (all the audio).
Now take a look at this: http://imgur.com/a/rgwzy
These are the parameters used to normally operate Unreal Audio. Changing these settings should not affect audio since we are using Fmod for all audio implementation.
So my question is to KaanSatisHesabi (or anyone else out there that could help me with this), what is the "audio quality = 1" parameter actually connected to. Is it really addressing Fmod or the ordinary audio engine? Because if this is supposed to change settings for Unreal Audio, this fix should not be working for us...
Let me know what you think
Let me know what you think.
Could you please take a look at this document (audio quality levels), it's for 4.9 version, which seems like it's the first time levels were introduced.
https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_9/index.html
Edit: My uneducated guess is that the amount of processing power =0 needs can't be satisfied thus introduces crackling. Or your settings somehow create a bubble in the pipe and CPU cores refuse to provide for the sound thread.
Something similar happened to me with GTA:SA back in the day. I set sound acceleration to basic in dxdiag (Win XP FTW) and everything was solved. High level was trying to compute realistic reverb effects (and may be traced gun shots?) and my CPU wasn't playing nice with it. Basic took out the effects though.
Edit 2: Also you have only one level/profile it seems. May be it's the default =0 and whenever the .ini forces =1, it reverts to Unreal defaults rather than using your preset?
The above mentioned workaround doesn't seem to be available anymore either, or I can't find it.
It appears to have been only in the first encounter with the Elder, apparently. Since then (up to about 50% of the game) it seems fine. Maybe just a hiccup.
I believe that the problem lies with something much deeper than in audio optimization. I am going to have to contact external people and investigate even further in order to make this problem go away. From a developers point of view, if the problem is just a hiccup that happens in a very small part in the game, it might not even be "worth it" to put more resources into making the problem go away since the costs of fixing would be too expensive. But for you who are experiencing severe issues with audio, it is really important that we get to know what kind of computer equipment you have and that we know where the problem triggered etc. so that we can look into fixing the issues asap.
I am truly sorry about the audio issues as it has affected the gaming experience for a great amount of people, and I believe that the only way to solve this issue is to dwelve deeper into the problem and that is going to take some time. This is an indie title made by five people, which isn't an excuse but it is something to take into consideration when buying this title. It's a indie title that you cannot expect the same amount of polish and content compared to another title made by a development team with more resources and experience in making such games than we had when we started producing Skylar & Plux: Adventure on Clover Island. Rest assured, we have learned a lot by creating this game and I am truly thankful for all the support you give us.
Best Regards
Kevin Martinez
CEO of Right Nice Games
edit: it fixed it for the first level, but then during the cutscene it began to lag, after a really long loading time, the game introduced me to Plux, but the audio was lagging, repeating itself, "like this this this this", and became out of sync, with gameplay lagging too.