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Despite the compression type (tried XMA, ADPCM and MP3), quality and sample rate optimisation on my wavebanks, the 3D events have low volumes on Xbox in comparison to PC (builds of course generated from same project file).

Are there some platform specific settings I am not aware of that might be set differently for each platform?

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You can’t compare PC and 360 volumes, there is no ‘standard’ of loudness that every bit of hardware should conform to.

The 360 has a 6db attenuation to avoid clipping that I remember, and then 5.1 audio can also sound quieter because it is coming from 1 out of 5 speakers instead of 1 out of 2 speakers for example.
You just have to turn the amp up or down depending on what hardware you use.

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Thread closed for the moment – it looks like I have some spurious sound occlusion geometry that has made it into my Xbox scenes 😳

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