From c8c541de111655560cd95238f4d3019b3c45611e Mon Sep 17 00:00:00 2001 From: bicarus <202771338+bicarus-dev@users.noreply.github.com> Date: Tue, 9 Jun 2026 00:51:44 -0700 Subject: [PATCH] Updated Audio modes demystified (markdown) --- Audio-modes-demystified.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Audio-modes-demystified.md b/Audio-modes-demystified.md index e3c1522..5f9478b 100644 --- a/Audio-modes-demystified.md +++ b/Audio-modes-demystified.md @@ -109,7 +109,9 @@ Uses DirectSound. Uses exclusive WASAPI. Patches exist to use shared mode WASAPI. ### SDVX EG - * The game will look for ASIO device first (use `SDVX ASIO Driver (-sdvxasio)` to override device). It seems to require 8 channels, 44.1kHz and 24-bit depth. If you only have 2 audio channels for ASIO, initialization fails. If bit-depth is 16 bit, you can garbled audio. There may be other requirements for ASIO that are not clearly known. + * The game will look for ASIO device first (use `SDVX ASIO Driver (-sdvxasio)` to override device). It seems to require 8 channels, 44.1kHz and 24-bit depth. + * If you only have 2 audio channels for ASIO, initialization fails. Enable `-sdvxasio2ch` option to force the game to use 2 channels instead of 8. + * If bit-depth is 16 bit, you can garbled audio. * If ASIO initialization fails, it automatically switches over to exclusive WASAPI * You'll see `M:BMSoundLib: Failed to Open Asio device.` in the log if this happens * Patches exist to use shared mode WASAPI