I was just wondering, what engine does the game use to render audio? First because it svcks (recently i reinstalled Bioshock, the differences are really really huge, and it's not a 2012 game), and second because i know that it's a unreal engine game and some unreal games i know use OpenAL, which is great. Why the audio in Dishonored svcks? Here's why (in 5.1).
-No matter where i face, the dialogue/voice sound comes from the central speaker with a little from surround speakers (depending on my position, and my system and game are properly configured), most of the time it messes up positionnal clues.
-Reverb effects svck, mostly because there's only a low quality cave effect applied to a specific zone (try to use the heart, which is supposed to talk inside your head, and walk from interior to exterior, let's say from Piero's workshop, inside it's all echoed and normal outside, same with voices coming from "caves" you hear them as normal from the outside which not exactly how sound is supposed to work), and the cave effect is the same between a wooden room and a cave with rocks and sh*t.
-No audio occlusion, the sounds are all the same no matter if you listen to them directly or from behind a wall.
-Positionnal audio not positionnal enough, seems more like stereo with [censored] dolby processing aplied to it.
Now is, there a .ini command to up sound sources from i'd say 10 (which seems to be the default) to a confortable 128?
I miss hardware accelerated audio...