![]() |
|
Fix Audio Skipping in PSOBB - Printable Version +- Ragol.co.uk Forums (https://forums.ragol.co.uk) +-- Forum: Phantasy Star Online (https://forums.ragol.co.uk/forumdisplay.php?fid=77) +--- Forum: Help (https://forums.ragol.co.uk/forumdisplay.php?fid=15) +--- Thread: Fix Audio Skipping in PSOBB (/showthread.php?tid=11696) |
Fix Audio Skipping in PSOBB - T_T1K - 10-03-2026 I recently installed Ephinea PSOBB and noticed the music skipping on the main menu and when joining lobbies. Seems to be a fairly common issue on modern systems, though there isn't a universal fix. For me, the solution was disabling audio enhancements in Windows 11:
I think it might be related to my Razer headset and THX audio. If you're getting the same problem, it’s a quick thing to try. Audio Stutter Fix for PSOBB - Pixelated - 16-04-2026 Howdy folks, I decided to sick Claude Code on an adventure of dumping the audio stack and analyzing how it functioned. It helped find a solution to the audio stutters in the main ship block lobby (sometimes happens on the start screen too.) The stock dsound.dll that comes packaged leverages a Windows compatability shim which causes locks and stutters. Simply moving away from that and to a product like DSOAL (indirectdsound may work, haven't tested it) instantly resolves this AND makes the entire client run better. You can get it from here: kcat/dsoal: A DirectSound DLL replacer that enables surround sound, HRTF, and EAX support via OpenAL Soft TL;DR: The choppy music isn't PSO's fault — it's Windows' legacy DirectSound emulation. Swapping in DSOAL replaces that emulation with a modern userland mixer, which fixes the stutter and, as a side effect, makes the whole engine feel noticeably smoother. Claudes Analysis: What's broken on stock: PSO uses DirectSound, a Windows 98/XP-era audio API. Starting with Vista, Microsoft deprecated "real" DirectSound and replaced it with a compatibility shim that forwards every call through a kernel-mode path to WASAPI. That shim has long-standing bugs that cause steady-state stuttering on certain old games — especially during scene transitions (block loads, lobby entry, the main menu, character select). It's not PSO's fault, not Ephinea's fault, not a hardware or DXVK issue — it's Windows' emulation code path. Happens regardless of audio device format (44.1/48 kHz), regardless of your D3D wrapper, regardless of shader cache state. What DSOAL does: It's a drop-in dsound.dll replacement that reimplements DirectSound on top of OpenAL Soft. Instead of DirectSound → Microsoft's kernel shim → WASAPI, audio flows through DirectSound → OpenAL Soft (userland) → WASAPI. Same output device, working mixer. Why it also makes the engine feel smoother: the old kernel shim serializes every audio call through a blocking path. Every time PSO hits IDirectSoundBuffer: lay or Lock — which it does constantly for menu clicks, step sounds, damage tics, spell casts — the main thread can stall for tens of milliseconds waiting on the kernel mixer. DSOAL's path is fully userland with its own dedicated mix thread, so those calls return near-instantly. The UI thread stops getting punished for audio work. Menu transitions, targeting pops, palette switches — anything driven off that thread — gets tangibly snappier.Install: drop dsound.dll, dsoal-aldrv.dll, alsoft.ini next to PsoBB.exe. Delete those three files to revert. RE: Fix Audio Skipping in PSOBB - T_T1K - 18-04-2026 Nice one, have you verified this works? I only get audio skipping on Windows, no problems on Steam Deck - Proton does a great job. |