![]() Listen to it on your setup, but only with your right ear. Quick test: Generate a tone in Audacity and have it only play in the left channel. Every game that generates positional audio with modern or even semi-modern techniques (HRTF and the like) depend on the two audio channels not mixing, so using Stereo/2 Speaker to mask the bug in Factorio would wreck the audio environment of dozens if not hundreds of other games.) Switching to Stereo/2 Speakers as a workaround is non-viable. (For clarity sake: I do not want my audio channels mixing like I'm listening to speakers strapped to my head. This may be what's happening in your setup. Audio meant only for the right channel is added to the left channel, so you can hear it in the left ear, and vice versa.) If I change my audio settings to only do "Stereo/2 Speaker" sound (on either soundcard), the bug is masked by the two audio channels mixing (i.e. If I tell it Headphones, then set the output to 7.1 Surround (because modern soundcards these days know how to do HRTF mixing from 7.1 to Headphones for that "it's like you have 7.1 Surround Sound when you don't" effect), I get the same buggy result I demonstrated above in Factorio. If I switch away from my Xonar DG and plug my headphones into my on-board audio (Realtek ALC1150, I believe? On this motherboard), it asks me what device I just plugged in. Everything I reported/recorded above was on my ASUS Xonar DG. )įactorio-current.log (5.65 KiB) Downloaded 20 times (And now I'm realizing that maybe all these were also fixed by fixing the Flamethrower Turret? But on the off chance that they weren't. This almost certainly isn't an exhaustive list of all the audio imbalances in the game, but I suspect tracking them all down would be a bigger job that I might have time for. Good news, though! The 'click' from other buttons seems relatively centered!.Volume Settings Dialog Confirmation Beep being shifted LEFT (not right).Again, placed slightly-left-of-center, but a slight shift of the sound to sound like it's coming from the right.A slight right-shift of building deconstruction (picking up from the world).While I don't show measuring it on screen, you can verify that it's the same 746/863 pixel split as the radar on your own if you care to. This is despite me placing the building in what appears to be slightly-left-of-center. ![]() Building placement being shifted right-from-center.This being a sound I associate with UI or player actions, I'd expect it to be centered? The gap is, I believe, a sizeable 4db difference.Building pick-up (from inventory) being shifted severely right-from-center.In full disclosure, I struggled to get the radar truly centered, hence the slight off-set favoring the left.demonstrated by me "standing" (all demonstrations take place in Sandbox mode) so that a radar is slightly to the LEFT of center (as demonstrated by an on-screen ruler showing approximately 762 pixels remain between a radar and the left edge of the screen, and 857 pixels exist between the radar and the right edge of the screen), and then recording the audio in Audacity and demonstrating a several-decibel difference in the left and right audio channels, with more decibels being on the RIGHT as if the audio is coming from my right, despite the radar being to my LEFT.Building operation audio being shifted right-from-center.Sorry if it drags on a bit.)Īudio imbalances include, but are (probably) not limited to: I almost cut out the section demonstrating wind noise, as I felt it went on slightly too long, but ended up not cutting it just for the sake of consistency. (I've cut out a few of my most awkward struggles with Audacity and PowerToys's "Find My Mouse", if you notice any cuts in the video. a slightly clumsy video of me demonstrating several instances of audio imbalance through the use of Audacity. Oh, how they grate on my ears!Īnd the recent acknowledgement of a wildly bad example of the audio imbalance has me feeling encouraged that there might be hope for fixing the other audio imbalance issues, and so I present. perturbed? by the slight audio imbalances in Factorio, but ignored them.īut they grate.
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