How many sounds can the game output simultaneously?

How many sounds can the game play at the same time? And can this be made configurable at some point in the future (In-game setting/config file setting, either method is fine)? It feels like the games limited to 32 sounds which is awful because most soundcards (even in software mode) support 64. Also there are soundcards that support up to 128 as well!

It would just help make the combat feel a bit more realistic being able to hear everything instead of having some things simply not be audible because there are already too many sounds being played at once.

It would also allow those with high end soundcards to better take advantage of their hardware!
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
Last edited by Nicholas_Steel#0509 on Dec 31, 2013, 6:47:17 AM
The game is limited to 32 sounds at the moment, which I agree is pretty horrific!

Hopefully down the line we will implement the ability to select how many audio channels are available.
The audio guy.
This explains why I have sound issues when playing in full groups...
Any ETA on improvement?
Last edited by gatis_k#6376 on Dec 31, 2013, 6:32:15 AM
As I understand it, we can only have 32 channels with the current implementation of openAL, we were looking into a few ways to change that, but its not looking likely.

The audio guy.
So...
Is there any possibility that this will be fixed?
"
Andrew_GGG wrote:
As I understand it, we can only have 32 channels with the current implementation of openAL, we were looking into a few ways to change that, but its not looking likely.

It really should be fixed though, even if it means ditching OpenAL. I can't imagine how bad it is when playing with more then just 1 additional player (Party of 2).
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
The cost to integrate a new engine would far too high and to much work for our current staff, it would take a programmer out of action for months.

We might be able to come up with a solution that benefits people with hardware sound cards eventually, allowing for them to make use of more channels. Though this would only effect a small amount of players.

As for something that will benefit the average player, I have planned a bunch of tech that will significantly improve the way audio works, making use of the 32 channels more efficiently. I'm not going to go into to much detail about how it will work, but this new implementation takes into account a variety of factors to output a more appropriate priority for each sound, which will be unique for each client.

This is not something that will be happening any time soon though, hopefully some time this year!
The audio guy.
"
Andrew_GGG wrote:
As for something that will benefit the average player, I have planned a bunch of tech that will significantly improve the way audio works, making use of the 32 channels more efficiently. I'm not going to go into to much detail about how it will work, but this new implementation takes into account a variety of factors to output a more appropriate priority for each sound, which will be unique for each client.

This is not something that will be happening any time soon though, hopefully some time this year!

This is great news, it's something that's sorely needed when in a party.
Great!
I was also thinking about sound priorities. I wouldn't mind if party members combat sounds are skipped here and there. Currently audio system skips MY sounds quite often and that's the biggest problem right now.

Let's hope these changes will not be forgotten.
It's good to read that this is a known issue.


I regularly have audio cutout issues, particularly with firestorm, when my ludicrously fast cast on crit is triggered.

Is there any chance that particular spell can be looked at? The others are either not a problem or aren't particularly noticeable.

The character in question is Slomic. Feel free to clone him, start up clarity, and hold the button down on lightning arrow at a pack of mobs. I promise you will laugh. Hard.

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