![]() ![]() If you still can't find a difference, you are listening to a junk music or EDM. ![]() There are are free samples available from various sources for download. Streamed music is heavily watermarked, sound is degraded in the process. Find yourself using local files, purchased from the audiophile grade label. However system mixer is degrading very little when using other platorms (Linux or MAC).Ĥ. Don't expect miracles in Win11, it would be loud around if system architecture is changed. It is possible to redirect/capture stream from Tidal, but I can't help, not using Tidal. When using EQ in the app, my transfers are still bit-perfect, so there is no dilemma.Ģ. If i remember correctly on that dev post, they explained that there's only a limited amount of effects, including visual effects, that can happen per frame, so they managed to identify the problem on a private tourney, because pro players would pretty much all run the nemesis, and pretty much the whole lobby would be alive in later circles - aka closer to each other and able to hear each other's sounds, also most if not all players would be using PCs able to render the game at higher FPS, so all that combined resulted in them experiencing crazy vfx and sfx bugs, like disappearing bullet tracers, silent bang ults, and other stuff like that.Click to expand.1. Last season (i think it was last season?) they identified a big bug with the nemesis audio that would mess with the entire audio engine because it was taking too many resources. Like the other comment said, the problem in apex is that it has a limited amount of audio sources that can go off at a certain time. There may even be some software out there that intelligently separates certain audio from other sources, but it would either be completely offline or with significant latency. It's possible to isolate and the re-mix certain audio but it would have to be done not in real time. On a live signal like you get while playing the game, probably not. If you have two squads fighting and using abilities, running around, saying things ("I'm healing!"), and opening doors, while another pair of squads are fighting off in audible range, you're pretty guaranteed to drop at least some audio cues in any given br fight.Īll we can do is cross our fingers that the engine upgrade rumors are both true and will address the audio channel limitations. ![]() Now, control does not reflect the amount of stuff happening in an actual battle royale, so this is dramatically over represented in this example, but it does serve to really showcase the fundamental limitations of the engine. Tons of gun shots, healing effects, doors, special abilities, and of course footsteps are cutting out constantly. You can notice this happening really clearly if you play a game of control and turn off dialogue audio. The issue is that the source engine has a very limited number of dynamic audio channels (32 in default source) and when too many things are happening specific audio gets dropped completely. You could absolutely develop a filter to preferentially boost just frequencies most specific to footstep audio, but the issue isn't hearing footsteps among the clutter of sounds. ![]()
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