I tried the engine.ini file as well as the other settings in GameUserSettings.in using Audio quality 3 and 0 and it had zero effect and everything was still in mono. For the record this is the 3rd Audio mod I have tried that hasn't had any effect.
I also tried the same thing with all settings pasted into GamerUserSettings.ini with the same result.
These audio mods don't actually do anything. Check your OS speaker configuration, game sounds great in stereo and it also supports spatial sound so whether or not you're running through atmos shouldn't force mono audio
Gotta ask, have you made sure the "mono" option in the games audio settings is disabled? How are other games etc.? If it's only this game that's mono and you made sure the mono setting is disabled, then it's a bug and you should go get help to fix it instead of trying mods. Obviously the game isn't mono by default.
AudioQualityLevel=0 Higher numbers mean LESS audio channels and therefore LESS quality! Don't change the value! https://www.reddit.com/r/WorldWar3Community/comments/a16eoo/audio_quality_fix/
Audio quality levels are seen in this video as values for max channels: https://www.youtube.com/watch?v=QM6nNgi-ECI
Were did the modder find information saying otherwise?
In addition two CVARS are not part of Unreal Engine 5.1 and don't work.
For the video you sendt, that is 8 years old and relates to UE4, Stalker 2 uses UE5.1. Unreal engine 5 uses "WaveWorks Interactive Sound Engine" with updated features.
For the reddit post, (That is 6 years old) Also relates to UE4
Not all available commands that can be set per .ini file can be found by the engine inside the console.
You could always try the mod an check for yourself if you think it works or not :)
UE4 and UE5 are similar in regards of SDK properties and defaults etc. The burden of proof is on the mod/modder in the first place. Where are your sources confirming all of it?
The CAVR also don't appear in a dump list for Unreal Engine 5.1: https://framedsc.com/GeneralGuides/ue5_commands.htm
And these audio commands CAN be set via console! A valid list of CVARS is here: https://www.nexusmods.com/stalker2heartofchornobyl/mods/106?tab=description
B01scout wrote: "The burden of proof is on the mod/modder in the first place."
There is no 'burden of proof' here. Mod authors volunteer their time and energy producing free stuff that you either opt into, or don't. There is no official Stalker 2 mod support or tools currently available, that I'm aware of (which is why most mods so far are config file edits or asset replacements), so modders are left to figure this stuff out on their own. All mods are W.I.P..
Rather than being confrontational and disrespectful about what you believe works / doesn't work, you could just offer any potential insight and leave it at that. Mod authors don't owe you (or anyone) anything.
I am not disrespectful by calling out his documentation of AudioQualityLevel, by pointing out CVARS which do not work with my proof or by asking for the source of those claims. That is absolutely ok to be a topic in the modding community and on my understanding is like talking open source software. Mods are checked everyday and as these mods are about to be run on people's PC it is good practice to do so. Don't forget that developers have to deal with bug report if people encounter problems because of those mods. I think of them. Being confrontational about unproven changes is what comes with it and is defined in the context anyway. Uploading mods comes with answering questions about them.
I said "The burden of proof" BECAUSE the mod author FIRST told me to "check for yourself". Again, I want proof that it works and/or does not break the game. It is perfectly fine. You don't have to fight this battle for anyone since there is none.
B01Scout wrote: "I said "The burden of proof" BECAUSE the mod author FIRST told me to "check for yourself"."
The mod author simply suggested that you could always try it out for yourself. He didn't tell you to do anything. Audio tweaks are largely subjective in general, so it's an absolutely reasonable suggestion for a modder to make. Given the necessary shader caching needed on every launch, you can likely imagine how time-intensive iterative testing of different .ini values is. Add to that an extremely diverse range of potential audio setups for every user, and there's basically no standard to judge whether such a mod suits an individual's tastes (or whether one person can even discern a difference) other than 'try it out and see if you like it'.
Your assertion that the author is obligated to prove anything to you is incorrect. Developers typically disclaim and avoid bug reports based on modded games, as attempting to debug someone's modded game is futile. If a user 'breaks the game' by choosing to try an .ini edit, they can - worst-case - simply validate / restore the game's files to undo it. Even with zero forethought and/or tech know-how (backing up your default files, commenting original values, etc.), it's not a big deal to revert.
Even if coming across as rude wasn't intentional, insight can be offered without being demanding or confrontational at all. Most modders appreciate helpful info. Just don't be unreasonable about it, and folks like me won't feel inclined to argue with you. :)
It did nothing for me. I have tried 3 different mods and 12 different setting variations. I am a professional audio engineer, and if I can't tell the difference. It isn't doing ANYTHING when I try to use it.
I had to wonder if your sound drivers don't decode atmos that you are stuck in mono, because all I get is mono no matter what settings or mods I use, and it makes firefights in tall grass a freaking nightmare because the audio gives you no indication of the direction.
Just test a grenade, if it sounds like it's coming out of the middle when you just tossed it to your left, it's not working.
Not noticed that issue myself, the ambient music has always been on and off for me since the game came out (Before using mods as well) I did notice tho that music volume was much lower after these settings, so I had to turn it up a bit
Havn't tried this "mod" yet, but I can say the weird rain audio cutoffs are present in my game already. So dunno if it's a default game bug or one of the optimisation mods fault.
Yea that's not at all true, my game is 100% using the engine.ini values as I have stuff in there which is immediately noticable and I have tested removing values and adding them etc, it's very much using that files changes. Then again I bet the reason is one mod I installed actually had the values needed to make the game use that file, which all the other engine.ini mods lack (the settings that tell it to load all the other paks and things before you enter your system settings and other parts).
Well, it was not active for some time, then I reloaded a save and it is working now. I have maybe 30 other mods, but nothing should conflict since this is just some codes in the engine.ini file. If you're asking about any other sound mod installed, then no.
I hope it doesn't come back because it is really hard to find the artefact this way especially in a sunny day :)
68 comments
I also tried the same thing with all settings pasted into GamerUserSettings.ini with the same result.
Obviously the game isn't mono by default.
Higher numbers mean LESS audio channels and therefore LESS quality! Don't change the value!
https://www.reddit.com/r/WorldWar3Community/comments/a16eoo/audio_quality_fix/
Audio quality levels are seen in this video as values for max channels:
https://www.youtube.com/watch?v=QM6nNgi-ECI
Were did the modder find information saying otherwise?
In addition two CVARS are not part of Unreal Engine 5.1 and don't work.
nothing new
Unreal engine 5 uses "WaveWorks Interactive Sound Engine" with updated features.
For the reddit post, (That is 6 years old) Also relates to UE4
Not all available commands that can be set per .ini file can be found by the engine inside the console.
You could always try the mod an check for yourself if you think it works or not :)
The burden of proof is on the mod/modder in the first place. Where are your sources confirming all of it?
The CAVR also don't appear in a dump list for Unreal Engine 5.1:
https://framedsc.com/GeneralGuides/ue5_commands.htm
And these audio commands CAN be set via console!
A valid list of CVARS is here:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/106?tab=description
You can use a Wwise plugin with it, that's all. (and maybe it's the case with Stalker 2)
There is no 'burden of proof' here. Mod authors volunteer their time and energy producing free stuff that you either opt into, or don't. There is no official Stalker 2 mod support or tools currently available, that I'm aware of (which is why most mods so far are config file edits or asset replacements), so modders are left to figure this stuff out on their own. All mods are W.I.P..
Rather than being confrontational and disrespectful about what you believe works / doesn't work, you could just offer any potential insight and leave it at that. Mod authors don't owe you (or anyone) anything.
Chill out, man.
Being confrontational about unproven changes is what comes with it and is defined in the context anyway. Uploading mods comes with answering questions about them.
I said "The burden of proof" BECAUSE the mod author FIRST told me to "check for yourself". Again, I want proof that it works and/or does not break the game. It is perfectly fine. You don't have to fight this battle for anyone since there is none.
The mod author simply suggested that you could always try it out for yourself. He didn't tell you to do anything. Audio tweaks are largely subjective in general, so it's an absolutely reasonable suggestion for a modder to make. Given the necessary shader caching needed on every launch, you can likely imagine how time-intensive iterative testing of different .ini values is. Add to that an extremely diverse range of potential audio setups for every user, and there's basically no standard to judge whether such a mod suits an individual's tastes (or whether one person can even discern a difference) other than 'try it out and see if you like it'.
Your assertion that the author is obligated to prove anything to you is incorrect. Developers typically disclaim and avoid bug reports based on modded games, as attempting to debug someone's modded game is futile. If a user 'breaks the game' by choosing to try an .ini edit, they can - worst-case - simply validate / restore the game's files to undo it. Even with zero forethought and/or tech know-how (backing up your default files, commenting original values, etc.), it's not a big deal to revert.
Even if coming across as rude wasn't intentional, insight can be offered without being demanding or confrontational at all. Most modders appreciate helpful info. Just don't be unreasonable about it, and folks like me won't feel inclined to argue with you. :)
I had to wonder if your sound drivers don't decode atmos that you are stuck in mono, because all I get is mono no matter what settings or mods I use, and it makes firefights in tall grass a freaking nightmare because the audio gives you no indication of the direction.
Just test a grenade, if it sounds like it's coming out of the middle when you just tossed it to your left, it's not working.
I did notice tho that music volume was much lower after these settings, so I had to turn it up a bit
besides that, sound is great!
AudioQualityLevel=3
LastConfirmedAudioQualityLevel=3
You need to add things to GameUserSettings.ini for steam users, which is most people using mods.
This one: https://www.nexusmods.com/stalker2heartofchornobyl/mods/17?tab=files
I hope it doesn't come back because it is really hard to find the artefact this way especially in a sunny day :)
Edit: Tbh I think using this with a home theater setup would be even more immersive :)