Outlook may also play a sound for errors and alerts that you receive. For example, if you try to Dismiss All reminders from the Reminder dialog box, you may receive a warning or informational message. Other tasks that may have audible alerts include:

In the Sound dialog box, you can select an item from the Program Events list to change the sound associated with the event. To never play a sound for that event, regardless of your other Windows sound settings, use the Sounds dropdown box and choose (None) from the very top of the list. 



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The advantage of this type of software is that during live recording of the show, you can hit a button and simply overdub/insert these sounds effect live - no need to search the net, downloading lots of sound bytes and spending extra time manually copying and pasting the sound bytes into your edit. Wilvoice studio has about 28 pre-set sound bytes and empty slots to add your own. I like those features and hope there is a plugin that does this for Audacity. Is there?

Steve, I hate to think I may have to do as you suggest and keep a collection of sound bytes on hand for manual insert later. I may have to try to install a copy of XP and try to make WildVoice work first before I come back to Audacity.

If anyone else wants to try this you have to make sure you can use StereoMix as a recording device. Go to Control Panel and choose Sounds. Next go to the Recording tab. If your sound card is able to use SteroMix as a recording device you will see it in the list. Windows 7 and 8 has this option disabled or grayed out by default. You have to check the box at the bottom to use this as your default device and it will activate. Now your good to go.

So How it works. I open the Audacity, Foobar player, and my folder with the sound clips. I start the recording using Audacity. During the live recording I simply click on a sound clip to insert it live while recording.

To get the best out of this program you should ideally use it on a different machine (so as to avoid conflicting hot keys as so as to give both MultiPlay and Audacity full access to the computer sound system. Unfortunately it is Windows only.

@oliviabrownthe completion sound can be enabled and disabled in the Settings. To access Settings (in the mobile and desktop versions), from the main (top-level) screen, select your name in the upper left corner and select Settings. Once in the Settings screen, you can enable or disable "Play completion sound". Hope this helps.

@oliviabrown On my Macbook, I discovered that in addition to having "Play Completion Sound" checked in To Do Preferences, I also needed to check "Play user interface sound effects" in Mac OS's Sound->Sound Effects settings.

If you would like to just change the sound to something less annoying instead of disabling it completely, you can go to Change system sounds from Start Menu (or under Control Panel -> Hardware and Sound -> Sound) and change the Critical Stop sound to something like "Windows Default" or "Windows Ding".

My next idea would be to

A) Dont loop the playback, and see if the sound plays to completion, as you would expect.

B) alter the length of the file you are using, and see if that alters the loop interval. I think that would tell us if the problem depends on the length of the file, or its a fixed problem in your code.

My app is a 3D desktop C++ game that uses WM_CHAR and Direct Input (API needs upgraded) to make use of the ALT key. I am actually using the ALT+* commands in my program, but Windows has no way of knowing that. Is there any way to inform it so, to make it stop playing the sound effect?

Edit: After some research, it appears that handling WM_SYSCHAR will stop Windows from playing sounds, but it also blocks all of the standard windows functionality, such as ALT+F4 (Alt+Tab still works). I'm not a fan of this, so hoping someone knows of a simple method to stop the sound alone. I can manually handle ALT+F4, but can't imagine what other commands I'm likely blocking.

Hi, I recently migrated to win11, installed my old GTA VC but I have no audio in the menu.But in the option you can modify the volume of the music and you can listen to the music radio, but the sound effects do not hear, I try to load new game all cinematics have voice but and the radio in cars liste normal, but it sounds like actions, bumper cars, shots do not emit sounds.

If the sound driver is fine you can hear the music of the game and everything is an iso of the original game, which I have but even so everything is fine install it again on a laptop with windows 10 and if it works well it is only here in windows 11 that I can not find a way to correct that error that has no sound effects


look the problem:

 =a5Q5t6J5cbY

I probably need to do a video unless this is an easy issue, since it's kinda hard to describe. It feels like an errant surround sound feature that's imposing its will on the audio despite the computer not being in a surround sound mode (see specs below). It's like a misconfiguration with my speakers, like Windows 11 doesn't understand my speaker configuration and is trying to send the sound to speakers that aren't plugged in. You hear sort of an echo-y effect-y hint that the dialogue is still playing, as if the speakers are being treated as FRONT speakers and the dialogue would be rendered in rear speakers if they were actually there. The net effect of this is that any dialogue off-camera ->behind

It's like Windows 11 tries and fails to do something spatial with the sound in stereo, like faux surround sound or something, and it's just not cooperating with GW2. Either that or GW2 does implement a change in sound when the sound source is behind us as an intended effect in the game, but there's something about how Windows 11 handles it that makes this less audible than usual?

Hey! Did you eventually solve this issue? I just updated to Win11 and experiencing the exact same thing. All good when talking NPC is in sight of the camera. However, as soon as I turn the camera away from the NPC, the dialog fades away to extremely low volume. Only occurs with speaker/soundbar, headphones work perfectly.

It's a Windows 11 issue, sadly.


It does the same thing to other games for me, so the only thing I could do to fix it was to go to my Realtek and set sound to 5.1 and then disable extra speakers just to keep the stereo sound.

It is 'stereo' by default, but for some reason it acts like surround sound. 

So the only way it fixed it for me was to switch to 5.1 and disable extra speakers and keep my 2 main ones. I hope it does the trick for headphones too.

Until now I thought it is game issue since EoD but sine I upgraded to Windows 11 arround that time, it seems to be issue with windows 11 then...sigh. 

Sound and resolution got ruined with windows 11 in this game, that is sad.

Alongside all the personalization options, Windows 10 includes sound effects for system and apps events, such as for connecting and disconnecting peripherals, notifications, battery alerts, errors, and more.

While they can be useful, listening to the same sounds every day can quickly get annoying. However, you don't have to mute your system if you don't like them, as it's possible to customize each sound or disable the experience with just a few clicks.

Once you've completed the steps, Windows 10 will use the new custom configuration. However, remember that when applying Windows Themes, sometimes some of them may include custom sounds that can override your settings (even re-enable sounds if you've previously disabled them), and these steps can also come in handy if you don't like the new sounds and you want to go back to the default settings.

If you're using custom sounds for a number of events, it's also a good idea to click the Save As button to create a custom sound scheme, in case settings ever change, and you want a way to re-apply you prefered configuration.

Sounds for Windows and applications events have been around for years, and if you didn't know or simply forgot about them, this guide can help you to personalize sound effects on your Windows 10 device.

Windows allows OEMs and third-party audio hardware manufacturers to include custom digital signal processing effects as part of their audio driver's value-added features. These effects are packaged as user-mode system effect Audio Processing Objects (APOs).

Software based effects are inserted in the software device pipe on stream initialization. These solutions do all their effects processing on the main CPU and do not rely on external hardware. This type of solution is best for traditional Windows audio solutions such as HDAudio, USB and Bluetooth devices when the driver and hardware only support RAW processing. For more information about RAW processing, see Audio Signal Processing Modes. 0852c4b9a8

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