Sound in cutscenes
#1
Posté 07 novembre 2009 - 11:46
Not to spoil anything, so lets say a horde of darkspawn come charging and there "leader on the field" screams.
I can see him scream, but the sound comes a fe seconds to late.
But here is the thing. its not with all the sounds in the cutscene. about 90% of the sound at just fine, but is you see a guys guts getting cut open and you hear the sound only after the camera is focused elsewhere it makes the scene funny in a bad way.
Anyone else having these kinds of problems?
I got a creative XFI Extreme music.
win 7 64 bit
#2
Posté 07 novembre 2009 - 12:05
The opening movie in particular suffered from this, as did the cutscene in the first camp -- sound was ultimately about 20-30 seconds behind where it should be, and even continued on to finish up after the cutscene was finished (as in, cutscene sound effects were happening during normal play!).
This is what I posted in another forum looking for some input (none thus far):
For any automated sections (as in, lots of automatic talking, scripted fighting, etc
Characters will talk at appropriate times, voiceover-wise, but they start the next bit of voiceover before the current character is done speaking -- so there's no natural break between characters in a conversation, and often the last 5-8 words of voiceover are completely cut off.
As for fighting or even ambient noise like dogs barking, wind rustling, or lightning and thunder rumbling, they happen about a second after the fact initially, but increasing to about like... 20-30 seconds after the fact.
The opening video was a prime example of this. The video finished only to have the audio lag behind. I started my origin, and the audio kept playing until it ran its course -- about 30 seconds to a minute after the video had actually finished.
Again, this is only for scripted cutscenes. Regular back-and-forth talking between the main character and others in the area is perfectly fine -- possibly because it has to wait for a player prompt to select what response you give.
As you can imagine, this really takes away from immersion in the game when everything seems to be silent, only to have it make the appropriate noise and sounds well after whatever it was has happened.
I'm actually kind of glad I'm not the only person running in to this (extremely irritating) issue. Hopefully we can get some suggestions from the community, or ideally a solution from a Bioware rep.
Modifié par Kaelitz, 07 novembre 2009 - 12:09 .
#3
Posté 07 novembre 2009 - 12:36
though it looks the same mine is only with a few of the soundeffects in the scenes.
so from what i said: the horde of darkspawn scream 2 sec to late, and the horde of soldiers scream correctly.
#4
Posté 07 novembre 2009 - 12:38
#5
Posté 07 novembre 2009 - 12:51
Running Windows 7 64-bit with a GeForce 8800GT and 4GB of DDR2 1066 RAM.
#6
Posté 07 novembre 2009 - 11:28
#7
Posté 08 novembre 2009 - 01:08
#8
Posté 08 novembre 2009 - 03:15
#9
Posté 08 novembre 2009 - 06:30
#10
Posté 08 novembre 2009 - 08:12
#11
Posté 09 novembre 2009 - 01:45
#12
Posté 09 novembre 2009 - 01:49
Modifié par Fester Pot, 09 novembre 2009 - 01:49 .
#13
Posté 09 novembre 2009 - 03:02
Sadly, no such option exists for me. I'm already running the lastest nVidia drivers.Fester Pot wrote...
I fixed this issue by updating to the most recent and latest video driver available for my graphic card, which put the video in sync with the sound.
#14
Posté 09 novembre 2009 - 03:09
#15
Posté 09 novembre 2009 - 07:46
Posted 11/09/09 19:44 (GMT) by Kaelitz
Cross-posting this from the Social site's boards (why are there two official boards?).This actually fixed it (or largely fixed it) for my as well. I use SetFSB to manually overclock my CPU from its stock speed of 2.4GHz/core to 3.0GHz/core every time I power it on. Simply not overlocking it seems to have fixed it!happycamperjack wrote...
OMG I fixed it! it was not the graphic card or the sound card, it was the freaking CPU! I overclock my CPU with my motherboard's dynamic overclocker. I guess the game assume that the CPU would run at the specified speed not the overclocked speed. It'll be interesting to see if this problem occur on Core i7 cpus. But anyway, it's fixed for me.
Of course, this is still kind of an odd issue that only occurs thus far in DA:O for me. I'd like to get the boost out of my CPU all the time, and in fact is why I have an after-market cooling system. Now that we've pinned down at least one cause though, perhaps it'll give Bioware a little more to work on in addressing this.
Perhaps this is another symptom of the 100% CPU usage issue that's cropped up.
Modifié par Kaelitz, 09 novembre 2009 - 07:46 .
#16
Posté 09 novembre 2009 - 07:57
the game is installed to the 360 hdd
Modifié par soapstone, 09 novembre 2009 - 07:58 .
#17
Guest_xboomer_*
Posté 09 novembre 2009 - 07:59
Guest_xboomer_*
I am having the same problem. I started another thread about this as well.soapstone wrote...
im having a sound issue in the 360 version, at times during scenes, it seems random, characters will be talking and moving around and you hear voice. however once one line of dialogue is done, they continue to move and speak, but no voice occurs, though i am able to hear the ambient music of that area.
the game is installed to the 360 hdd
#18
Posté 09 novembre 2009 - 08:08
for PC users, updating the sound drivers via Microsoft Update or your sound card manufacturer can make a huge difference. Creative has an autoupdate program available on their website... www.creative.com
Modifié par JironGhrad, 09 novembre 2009 - 08:11 .
#19
Posté 09 novembre 2009 - 08:11
#20
Posté 09 novembre 2009 - 08:11
Modifié par Yelina, 09 novembre 2009 - 08:12 .
#21
Posté 13 novembre 2009 - 08:30
but i have a i7 to, 10% OC so lets try not to. but still this shouldnt be giving problems bioware!
#22
Posté 13 novembre 2009 - 08:35
#23
Posté 15 novembre 2009 - 08:03
#24
Posté 18 novembre 2009 - 06:44
I have the same problem.
Does someone have an answer please ?
#25
Posté 19 novembre 2009 - 12:11





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