Hello. I went through the process in order to uncensor my copy Xenoblade Chronicles X to play through on my Steam Deck, but I kept the English dialogue and didn't change the font. However, whenever I play the game, everything seems to be fine except any of the sound effects that my character makes when running around (footsteps, jumping effects, no sort of "grunt" dialogue either) and when in battle, none of the characters' soul voices make any sound. They still pop up and function fine, but the characters don't say the lines. It feels quite empty without the sfx, so I'm wondering what could have happened?

The "action" cutscenes in Xenoblade (where the on-screen text can't be advanced manually) have their audio all baked into one file. Voices, sound effects, and music are all in that file. If the song continues into gameplay, the music is separate, however, to maintain the loop.


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That's right. I had a lot of friends who were actors, and I would work on songs for plays, and add sound effects. I did that work on the side when I was at college. Then by chance, someone who was a mentor to me ended up working with Enix (now Square Enix) and I helped out with the sound effects. Then when I was asked where I wanted to work, I said that I hadn't thought about it at all. Right at that moment, I flicked through a games magazine that was lying there and I saw that Square was recruiting. My mentor suggested I give it a go, and they ended up hiring me.

Yes, I did. I liked computers and used them to make sounds. But because I'd always worked on sound effects, when I first joined Square, they didn't let me compose music. But I wanted to try it, so I talked Hironobu Sakaguchi-san8 into letting me take charge of Chrono Trigger9. 8. Hironobu Sakaguchi created Final Fantasy and is CEO of Mistwalker Corporation. He was director of The Last Story, released in Japan for Wii in January 2011.


 9. Chrono Trigger is an RPG released in Japan in March 1995 for the Super Famicom. Published by Square (now Square Enix), it was ported to the Nintendo DS system in November 2008 in Japan.

Music has always been an important part of the Zelda franchise. Many iconic moments from past games are well remembered because of the music that accompanied it. But little attention is given to the sound effects in the game, which can add just as much importance to a moment. This is especially true in Breath of the Wild as developers changed the way music is used in the series, but continued to focus on the importance of realistic and memorable sounds. Mitsuhiro Hikino, who was in charge of sound design for Breath of the Wild, wrote about this in the most recent entry in the official blog for the Legend of Zelda portal.

The development team for the game worked alongside Sound Racer: a studio which specializes in sound effects. They are most well known for their work on Xenoblade Chronicles X. Together they recorded over 10,000 different sounds for Breath of the Wild. This incredible dedication to the sound effects definitely adds to the sense of realism and immersion which is created in the game.

Mitsuhiro Hikino was keen to highlight the difference in sound based on whether Link is running in a grassy area or snowy location. He uses examples of these sounds in the blog post to emphasize his point.

Their bodies appear watery because they transform into a slime-like matter, so naturally we accentuated the water sound in this case. For their footsteps and voice, we added a faint sound of a singing bowl instrument. As for their weapons, the sound design is electronic and perhaps more inorganic.

Anyway, the sound of these little baddies make was designed to be sharp. They have a large sword with a transforming mechanism on their legs, so their attacks are razor-sharp, just like a sword, and their movements rapid. As for their voice, their movements are animal-like, so it is more animal and insect-like rather than being focused on sutra-like nuances.

Finally, the audio which is, without a doubt, the best part of the game. The voice acting is excellent. When you watch cut scenes, its like watching an animated movie. The music is very good in this game as well, and so are the sound effects. Xenoblade Chronicles is a great game on the Switch.

My issue now is that developers use too strong compression algorithms on the audio data to save space. I have first noticed this with DOOM, which is a HUGE downgrade in sound quality. It doesn't matter if you're using the headphone output or HDMI. The artifacts are very audible and it sounds at best as good as a 128 kbps mp3. That is not okay, IMO. It completely takes away from the experience as explosions aren't threatening, demon screams introduce a new level of fatigue and the shotgun just isn't as satisfying. This simply does not work well with the inconsistent framerate, low-res textures and long loading times. I simply accepted that the port is too much of a downgrade and appreciated that the developers tried their best.

But just yesterday I started Okami, which I imported from Japan as a physical release. I am shocked by the poor sound quality - yet again! This game lives from the atmosphere and I have the five disc original soundtrack which sounds phenomenal. But the audio in the game is just as bad is with DOOM. The artifacts take away the timbre from the original instruments, the drums have no depth, the sound overall is harsh and the voices more annoying than ever. I have ripped the soundtrack with all sound effects (215 files) and they are only 650 MB in high quality AAC. What fool thought it would be a good idea to try to further decrease the size!? If that was absolutely necessary to bring the size down to 300 MB, then the developers could have used the Opus encoder (for which of course they would have to implement a suitable decoder), which is nearly transparent at 128 kbps.

I bought this game (for the fourth time) because reviewers were sure this is the definitive version.

Luckily, these are the only two games that I have concerns with. SMO and DKCTF sound absolutely superb with high dynamic range and perfectly transparent sound! Hollow Knight is also a great example. So it's clearly not a limitation of the Switch.

@Switchcraft sorry pal, I really liked reading your explanation but I for one am indeed quite easily satisfied when it comes to sound quality... I wouldn't mind it though if companies would put some extra effort in this. Especially the increased compression rates to save another ~200mb seems like a bit too much.

@Cobalt but that's the thing. For you it sounds horrible, but a lot of people really hardly notice. I think to a large extent it's just a matter of how well your hearing system is either developed or trained (or ruined by loud music when you were young). I am a big music fan and I have friends in the business. They are surprised of what quality dips I seem to miss...

I mean to be fair most people care about gameplay first and foremost. So I'm not surprised. If you wanted uncompromising sound quality you'd play games on PC or just listen to the sound track stand alone in your ideal audio environment. The Switch is a handheld system at heart, I don't know what you are expecting. I'm not saying you are wrong, just maybe being unreasonable considering the reality of the system.

@SKTTR : But there were no limitations in that regard considering that the Switch is a more powerful console than the Wii U. They potentially could have released a better looking and sounding game on Switch via a 32GB cartridge, but they chose not to.

@Switchcraft Okami: The actual game is an old game remastered. Audio is compressed even on the XBox 1 X Enhanced version. It's not going to sound like a soundtrack, the mastering is entirely different, and games go through spacial processing where the soundtrack won't.

For me it's mostly because I don't play games at a high sound volume. I generally have the sound up just loud enough to hear audio cues but not enough that I can readily discern if the audio quality is poor. Depending on where I'm playing, I sometimes don't have the sound on at all, so I'm considerably less concerned with muddy audio than I would be with muddy visuals, or an inscrutable user interface.

Mitsuda joined Square upon graduation in 1992 and worked there as a sound effects designer for two years before telling Square's vice president Hironobu Sakaguchi he would quit unless he could write music for their games. Shortly after, Sakaguchi assigned him to work on the soundtrack for Chrono Trigger (1995), whose music has since been cited as among the best in video games.

After high school, Mitsuda decided to leave town and become independent. With encouragement from his father and sister, he moved to Tokyo and enrolled in the Junior College of Music. Despite the school's low prestige, Mitsuda received solid instruction from his professors, most of them practicing musicians who would take Mitsuda to gigs with them to help carry and set up equipment. At the cost of being used for free physical labor, Mitsuda got a first-hand view of the Japanese music world and valuable training both in and out of the classroom. As part of his college course, he was granted an intern position at the game development studio Wolf Team studying under composer Motoi Sakuraba.[4][2] With his school term ending, Mitsuda saw an advertisement for sound production at Square in a copy of Famitsu. With no plans as to what he wanted to do after school, he applied for the position and joined the company in April 1992.[2]

Although his official job title was as a composer, Mitsuda found himself working more as a sound engineer. Over the next two years, he created sound effects for Hanjuku Hero, Final Fantasy V, Secret of Mana, and Romancing SaGa 2.[5] In 1994, realizing that he would never get a chance to move up to a real composition duty without some drastic action and feeling concerned about his low pay, he gave Square's vice president, Hironobu Sakaguchi, an ultimatum: let him compose, or he would quit. Sakaguchi assigned the young musician to the team working on Chrono Trigger, telling him that "after you finish it, maybe your salary will go up". Mitsuda was assigned as the sole composer for the game, in the end creating 54 tracks for the final release. Mitsuda drove himself to work hard on the score, frequently working until he passed out, and would awake with ideas for songs such as the ending theme for the game.[6] He worked himself so hard that he developed stomach ulcers and had to be hospitalized, which led Uematsu to finish the remaining tracks for him.[7] 2351a5e196

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