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Old May 03, 2011, 11:37 AM // 11:37   #1
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Default Sound not working fully

So often i play GW with music on, but sometimes i feel like hearing the music from GW and so on..
But a long time ago i stopped hearing the sounds that i.e the sword does when hitting foes, the skill using sound and so on, basicly the things i want to hear.
does anyone have any tips on what to do to make it come back?
thanks in advance.
~Os
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Old May 03, 2011, 01:39 PM // 13:39   #2
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Make sure you didn't add the "-mute" or "-nosound" command line arguments to your Guild Wars shortcut.

In Vista or newer, make sure Guild Wars isn't muted on your volume mixer.

Try increasing your sound quality options to the highest quality in the in-game options menu.

Do you hear sound effects when your by yourself attacking an enemy? (test in Isle of the Nameless)
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Old May 03, 2011, 01:45 PM // 13:45   #3
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There are several sound sliders in the Options. Check that some of them are not turned all the way down - particularly Effects Volume
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Old May 03, 2011, 03:19 PM // 15:19   #4
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@darthlight
i can hear the music, and some sounds fine, so its none of the commands(also checked)
when i try options i always put them highest..still nothing..
and no, i dont, i dont hear me attacking, casting spells, or running, etc
@Quaker, pretty much what i wrote to darth.
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Old May 03, 2011, 03:27 PM // 15:27   #5
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I've had this same problem for years now.

And I know its not a problem with my sound card or system settings(Tried it on several machines), and all of the sliders in-game have been set to max. Some sounds just simply choose not to trigger, let's say about 1 in 20 sound effects from skills actually work, IF I'm lucky.

I simply decided to not care anymore and keep the sliders down to a minimum.


Music always works perfectly though...
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Old May 03, 2011, 04:06 PM // 16:06   #6
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Install newest version of DirectX?
Reinstall sound drivers?
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Old May 03, 2011, 04:44 PM // 16:44   #7
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Try to do a -repair or delete your dat and do a -image overnight, perhaps your dat is just totally corrupt.
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Old May 03, 2011, 04:54 PM // 16:54   #8
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I've had this problem the way it was resolved for me was turning all the sounds to default and then restarting the client.
This is particularly common with whisper pings
Depending on what version of Windows you are running (esp Win7) if you are using Voice programs (Skype epsecially) and are on a call it will reduce other sounds from the system when on a call, I doubt that this is relevant but sometimes sounds dont all reset. check your sound management to check that GW isn't set to mute by your system rather than the client.
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Old May 03, 2011, 05:22 PM // 17:22   #9
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newest directX
reinstalled the .dat , nothing,
dont use skype

its no biggie, but its bugging me..

Yayowars, i feel ya, but i miss it
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Old May 03, 2011, 07:13 PM // 19:13   #10
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Have either of you tried the "-dsound" command line? It forces GW.exe to use directX rather than FMod to process sounds. I have found that FMod does not like some creative (and other) drivers. Another factor against FMod is that it broke a lot of the sound/action syncs in the game. It is strange to see my wolf howl and hear it 15 seconds later when nothing is running in the background, or better yet how about hearing swords clash several seconds after the fight is over.
Below is the defination from wiki:
Quote:
Forces the use of old DirectSound software mixer. Good for users whose computers are not compatible with the newer version. Also necessary for Creative ALchemy to work in Windows 7 and Vista.
[rant]I think that FMod was one of the largest mistakes ArenaNet ever made. It comes into play only when you are developing across several platforms, which would be fine IF Guild Wars was being developed across several platforms. [/rant]

Last edited by KZaske; May 03, 2011 at 07:22 PM // 19:22..
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Old May 04, 2011, 03:31 PM // 15:31   #11
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Something else occurred to me. Some sound cards and/or on-board sound systems have a limit to how many sound streams they can handle simultaneously. So, depending upon the number of sounds in play at a particular time, some could be missed.
I haven't run into this problem myself for many years, but I did at one time have a Sound Blaster card that had a setting for the maximum number of sound streams (to reduce CPU usage). So, you could check in your sound system's options to see if there is any such limit. Keep in mind though, that if you have an older system with a less powerful CPU, increasing the number of sound streams could cause some lag and/or reduced fps.

Last edited by Quaker; May 04, 2011 at 03:34 PM // 15:34..
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Old May 04, 2011, 03:43 PM // 15:43   #12
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Quote:
Originally Posted by KZaske View Post
Have either of you tried the "-dsound" command line? It forces GW.exe to use directX rather than FMod to process sounds. I have found that FMod does not like some creative (and other) drivers. Another factor against FMod is that it broke a lot of the sound/action syncs in the game. It is strange to see my wolf howl and hear it 15 seconds later when nothing is running in the background, or better yet how about hearing swords clash several seconds after the fight is over.
Below is the defination from wiki:


[rant]I think that FMod was one of the largest mistakes ArenaNet ever made. It comes into play only when you are developing across several platforms, which would be fine IF Guild Wars was being developed across several platforms. [/rant]
Thank you, thank you, thank you!
i was like "meh this wount wo..." *hears Pm sound*
OMG YESSSS
thanks once again.!
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Old May 05, 2011, 01:21 AM // 01:21   #13
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Quote:
Originally Posted by kajusbonus View Post
Thank you, thank you, thank you!
i was like "meh this wount wo..." *hears Pm sound*
OMG YESSSS
thanks once again.!
I am glad it worked for you. Now we just need ArenaNet to get rid of FMod and re-sync the sounds.
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