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Sound issues when using Steelseries Sonar (positional audio with emulated SPDIF interface) #75686

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Tracked by #76797
IceReaper opened this issue Apr 5, 2023 · 2 comments

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@IceReaper
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Godot version

4.0.1

System information

Windows 11, Vulkan

Issue description

Playing raw audio when using the steelseries GG engine will result in broken output sound.
The engine will remap applications to different individually configurable channels: Game, Chat, Media, ... And allow to change volume, set output device, ... per channel.

Steps to reproduce

You need the steelseries GG engine installed.
Play raw pcm audio using.

var sound = File.ReadAllBytes("test.raw");

this.AddChild(
	new AudioStreamPlayer3D
	{
		Name = name,
		Position = position,
		MaxDistance = 1,
		Stream = new AudioStreamWav
		{
			Format = AudioStreamWav.FormatEnum.Format16Bits,
			MixRate = 44100,
			Stereo = false,
			LoopMode = AudioStreamWav.LoopModeEnum.Forward,
			LoopBegin = 0,
			LoopEnd = sound.Data.Length / 2,
			Data = sound.Data.ToArray()
		},
		Autoplay = true,
		Playing = true
	}
);

Minimal reproduction project

N/A

@AThousandShips
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I'm not sure what we can do about this, this seems to be a third-party specific problem, unless there's something in the way sound is played in Godot

@IceReaper
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This problem will likely affect a lot of people around the globe using steelseries headset hardware with enabled sonar. And it will apply to multiple godot made projects. So while i agree on the third-party thing, i can also verify that other software does not have this problem. Would be more of a question if its worth to fix this on godot end, or to rely on the vendor to fix this, accepting sound issues to rise on game dev support tickets.
I suspect the problem to be caused by the playback format:
image

@Calinou Calinou changed the title Sound issues when using Steelseries Sonar Sound issues when using Steelseries Sonar (positional audio with emulated SPDIF interface) Apr 5, 2023
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