[Bug 45311] New: Skyrim Special Edition: ambient sounds do not attenuate with distance

wine-bugs at winehq.org wine-bugs at winehq.org
Sun Jun 10 01:37:45 CDT 2018


https://bugs.winehq.org/show_bug.cgi?id=45311

            Bug ID: 45311
           Summary: Skyrim Special Edition: ambient sounds do not
                    attenuate with distance
           Product: Wine
           Version: 3.9
          Hardware: x86-64
                OS: Linux
            Status: UNCONFIRMED
          Severity: normal
          Priority: P2
         Component: xaudio2
          Assignee: wine-bugs at winehq.org
          Reporter: forestcode at ixio.org
      Distribution: ---

In Skyrim SE, ambient sounds are supposed to attenuate based on the camera's
distance from the source, so that distant sounds will be barely perceptible,
nearby sounds will be loud and clear, and moving closer or farther from the
source will gradually change the sound's volume accordingly.

When running on wine with builtin xaudio, distance attenuation does not work;
any time the camera enters a certain (fairly distant) radius from a sound
source, that sound will suddenly start playing at full volume, as if the source
was in the player's ear. This results in disturbing situations like startlingly
loud footsteps and voices produced by distant NPCs, or a sudden roar of water
rushing the moment the player crosses an invisible threshold in the vicinity of
a river.

When running with Microsoft's native 64-bit xaudio libs, distance attenuation
works properly.

Note: While winetricks xact is probably the easiest way to install the native
xaudio libs for testing purposes, recent versions of winetricks do not install
the 64-bit versions. (See wine bug 41618#c5.)  Reverting this commit is
therefore necessary in order to get the libs needed for Skyrim SE's 64-bit
executable:
https://github.com/Winetricks/winetricks/commit/f2b3d268d941120d13b4c3c3960b78a879d37761

I have identified a few locations in the early part of game where this bug is
prominent:

1. A point on the road from Helgen to Riverwood where the rumbling of a nearby
river cuts in suddenly as the player approaches it.
2. A point on the same road, closer to the river, where the whooshing of
rushing water cuts in suddenly as the player approaches.
3. A point in Riverwood where the creaking of the wooden water wheel cuts in at
full volume as the player approaches.

When standing at any of these points, one can hear the ambient sounds cut in
and out either by walking closer/farther from the sound source, or by zooming
out to third-person view and rotating the camera around the player, such that
the camera enters/exits the sound's radius.

I will attach screen shots showing these locations.

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