Yes, it is a common problem. The multitude of threads and posts regarding this problem over the past years speak for themself.
http://social.biowar...1/index/2936674http://social.biowar...1/index/5332760http://social.biowar...1/index/7224864http://social.biowar...1/index/2981641http://social.biowar...1/index/1781751http://social.biowar...1/index/1577365http://social.biowar...1/index/4837744http://social.biowar...1/index/6559308http://social.biowar...1/index/8024887http://social.biowar...1/index/5154952http://social.biowar...-1781751-1.htmlSee if anyone can make something out of this:
ME 1.02 PC version, physical disk, on Mac OSX through WINE
Intel Core 2 Duo 2.4 GHz, 4 GB RAM, 2 GB recognized by ME Config
Display: Direct3D HAL, 268 MB VRAM
Nvidia GeForce 9600M GT
Driver version: n/a (ME Config won't tell)
Sound adapter: n/a (Intel High Definition Audio outside of RTE)
Driver version: n/a
OS: n/a (Mac OS X 10.6.6, WINE 1.3.29 set to Windows XP)
DirectX 9.0c (Mar 2009) or later
After some time of gameplay, all dialogue lines are truncated to half a second. "What..." – "Yes, b..." – "So..." – "I..." etc. The only solution is to quit and restart. The time until this happens can vary between several hours and a few minutes. Place or situation doesn't seem to matter. This affects cutscene dialogue as well as team comments during combat or exploration.
MassEffect.log gives us: (among other things)
Init: Audio Driver: Soundflower (2ch) (emulated) (WaveOut 2)
Warning: Warning, unable to find conversation speaker to set local variable (this line occurs several times throughout the session)
not sure if the last line is connected to the phenomenon or not, as it occurs throughout the play session, and not only when sound is cut.
Wine debug gives little readout for audio, except:
fixme:system:get_channel_mask Unknown speaker configuration: 16(Another thing, which may be related or not, is that sometimes the speech animation starts a bit earlier than the dialogue sample, which results in dialogue cutting off when the animation ends. This usually only affects the last word and is a minor problem.)
Fiddled with number of sound channels in Engine.ini/ISACTAudioDevice and ALAudioDevice between 8 and 1024, as well as with SoundGroup priorities in ISACTAUdioDevice without improvement. Turned "Hardware sound" on and off in-game without improvement. Turned effects processing on and off in Engine.ini without improvement. Set WINE to use native dsound.dll instead of builtin, without improvement.
If you (or anyone) think it's fixable, then let us partake in your wisdom. Would be nice.
But I'm not holding my breath.
Modifié par Marvin_Arnold, 11 octobre 2011 - 07:37 .