Game Audio Stops Being Read By Voicemeeter

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Vincent Burel
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Re: Game Audio Stops Being Read By Voicemeeter

Postby Vincent Burel » Thu Jul 18, 2019 1:26 pm

lzygmr wrote:I was able to locate and change the correct control panel to a max latency of 16384, restarted the computer and programs, yet still the issue remains of the game audio cutting in and out. Among the testing I found a solution that is still inconvenient being the following;


Note the Latency buffer size must appear as 16384 in Voicemeeter virtual input too... anyway if 16384 does not work, try 32768 to see if it changes something. Then you could invite the game programmers to test the compatibility with Voicemeeter...

Another problem could come from the Windows audio stack if drivers are not well installed... you may check you have your VB-CABLE and Voicemeeter VAIOs in your playback/recording device list with the right name and icon... otherwise you should re-install VB-CABLE and Voicemeter correctly.

Case
Posts: 4
Joined: Mon Oct 22, 2018 11:38 pm

Re: Game Audio Stops Being Read By Voicemeeter

Postby Case » Mon Aug 12, 2019 4:44 am

I'm not sure if this is entirely relevant to this discussion as I'm not exactly sure if I followed it fully, but...

Looking at the video in the original post, the guide suggests setting your Windows audio so that you are using the Voicemeeter Input as system-wide default audio output, and then sets most of the applications/games to output their audio to VB Cable, which I assume you then route somehow.

As far as this is concerned, I can tell you that based on my experience in testing various audio output configurations using several devices (both virtual and physical), quite a few games don't like it when you redirect their audio output to another device like this, or sometimes even downright ignore the audio device you set for them to use in Windows mixer and just output the audio to the system-wide default audio device. It's possible that what you experience here is related to that. I'm guessing that's not a Voicemeeter-specific issue, more like a Windows/DirectX issue (because it happens even if Voicemeeter or VB Cable are not involved at all in the audio chain). And I'm guessing it has something to do with the fact the whole audio device redirection thing is fairly new in Windows, and possibly not working very reliably for games and similar applications.

In short, based purely on my own experience, if you want to avoid audio related issues with games, don't redirect their audio output to a different device and let them always output to the system-wide default audio device, and then build your audio setup around that.

lzygmr
Posts: 7
Joined: Wed Jun 12, 2019 1:13 pm

Re: Game Audio Stops Being Read By Voicemeeter

Postby lzygmr » Mon Aug 26, 2019 12:06 am

Case wrote:In short, based purely on my own experience, if you want to avoid audio related issues with games, don't redirect their audio output to a different device and let them always output to the system-wide default audio device, and then build your audio setup around that.


Thank you for your input Case, this immensely helped the situation. All of the game audio is now routed to Voicemeeter VAIO, with the game Input/Output set to Default in App volume and device preferences. Everything else is on separate channels which has solved the issue for the most part. For some reason the game Shank 2's audio still seems to cut out between cut scenes and so I still resort to my previous solution. However as another example, Minecraft was not being read on Voicemeeter or by default routing with my current settings. After making the changes the audio is coming through both of them and is able to record on Streamlabs.

Thank you again, I greatly appreciate the input, has relieved quite a bit of hassle in configuring and maintaining.


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