Combat Music Bug / Sound Glitch
#26
Posté 13 mars 2011 - 10:11
#27
Posté 13 mars 2011 - 10:16
#28
Posté 14 mars 2011 - 05:32
Also I have a problem with dialogue, occasionally the characters will talk in a deeper voice, as if they were possessed by demons. (think Connor from Origins.) This is also very annoying.
#29
Posté 14 mars 2011 - 05:37
Blayzereborn wrote...
Indeed, the quiet dialogue is a pain for a lot of us as well.
I fixed the issue
....
*time to go copy and paste from my own thread*
http://social.biowar...16951/1#6532768 is the url to go see it...
Success
CutsceneListenerRadius=1
ListenerPositionOffset=0.1
Works a treat
Gimme high fives! And money helps too
For people wanting to do this..
Check your Documents folder and goto Bioware > Dragon Age 2 > Settings folder
Open up DragonAge2.ini file in that folder
And edit the number from 0.5 to 0.1 for the line
ListenerPositionOffset = 0.5 (its under the audio section)
EDIT: You can change the radius to 2 just incase during a cutscene someone is walking and talking from the distance
#30
Posté 14 mars 2011 - 07:10
I have this bug as well ._.
The low health warning music will randomly kick in at the beginning of combat even though the entire party is at full health. It's a sort of high pitched cross between a violin and a cat being strangled by a chalkboard. The sound still plays even when music has been muted in the audio menu. I've tried force stereo, it doesn't fix the issue.
Modifié par Echoic, 14 mars 2011 - 07:11 .
#31
Guest_MissNet_*
Posté 14 mars 2011 - 09:18
Guest_MissNet_*
i don't even remember hearing a combat music at all, just bszeeeeeee
#32
Posté 14 mars 2011 - 02:51
Echoic wrote...
to above: this thread is for a different issue with the combat music, not about the dialogue but thx anyway for that link...
I have this bug as well ._.
The low health warning music will randomly kick in at the beginning of combat even though the entire party is at full health. It's a sort of high pitched cross between a violin and a cat being strangled by a chalkboard. The sound still plays even when music has been muted in the audio menu. I've tried force stereo, it doesn't fix the issue.
Actually the thread is for The Combat music bug and/or sound glitch, the quiet speech was indeed a sound glitch
#33
Posté 15 mars 2011 - 01:30
I survived beating the game once and really want to run through it again... but it would hurt me so much to have to hear EEEEEEEEEEEEEEEEEE every time I went into combat again...
#34
Posté 15 mars 2011 - 03:45
#35
Posté 16 mars 2011 - 03:22
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Modifié par Echoic, 16 mars 2011 - 03:34 .
#36
Posté 16 mars 2011 - 04:31
The force stereo option was added for the PC as we were finding a lot of users that had sound cards with 5.1 support but only stereo speakers connected, these sound cards will not fold down a surround mix to stereo without some intervention on our part. In addition there are few sound cards with digital outputs that fully support 5.1, so even though you may have a surround speaker system connected to the optical/spdif the sound card is only outputting stereo for Direct X applications.
Modifié par Carson Fee, 16 mars 2011 - 04:33 .
#37
Guest_MissNet_*
Posté 16 mars 2011 - 12:13
Guest_MissNet_*
Win 7, latest realtek drivers
Modifié par MissNet, 16 mars 2011 - 02:12 .
#38
Posté 17 mars 2011 - 05:04
I dont have Fraps set up at the moment but could someone else please record a video of the violins starting right at the beginning of combat when the entire party is up and at full HP? That would be a better proof of the bug.
Just a thought though.. does anyone with the bug use a 3rd party program such as the ones from Cheathappens? Maybe that is related...
#39
Posté 17 mars 2011 - 03:54
Echoic wrote...
yes that video shows the EEEEEE sound working as intended.. It's a good example of the sound but not the bug.
I dont have Fraps set up at the moment but could someone else please record a video of the violins starting right at the beginning of combat when the entire party is up and at full HP? That would be a better proof of the bug.
Just a thought though.. does anyone with the bug use a 3rd party program such as the ones from Cheathappens? Maybe that is related...
Good call!. I've tested without the trainer loaded, the trainer loaded, but not active (didn't hit F1), and loaded and active. I only get "the sound" when the trainer has been activated. Oddly enough, this is one of the few CH trainers I have used that does not have a "deactivate" option for the entire trainer. Looks like the bug has more to do with the CH trainer than the game. I'll post over there to see if they can do anything to fix it.
#40
Posté 17 mars 2011 - 05:03
#41
Posté 18 mars 2011 - 06:35
#42
Posté 18 mars 2011 - 05:26
Ranger55 wrote...
Echoic wrote...
yes that video shows the EEEEEE sound working as intended.. It's a good example of the sound but not the bug.
I dont have Fraps set up at the moment but could someone else please record a video of the violins starting right at the beginning of combat when the entire party is up and at full HP? That would be a better proof of the bug.
Just a thought though.. does anyone with the bug use a 3rd party program such as the ones from Cheathappens? Maybe that is related...
Good call!. I've tested without the trainer loaded, the trainer loaded, but not active (didn't hit F1), and loaded and active. I only get "the sound" when the trainer has been activated. Oddly enough, this is one of the few CH trainers I have used that does not have a "deactivate" option for the entire trainer. Looks like the bug has more to do with the CH trainer than the game. I'll post over there to see if they can do anything to fix it.
So, have you guys confirmed that it may be a 3rd party program causing this? Specifically, a cheat program?
Because if it is, we're unable to support that...
#43
Posté 19 mars 2011 - 02:23





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