Claire

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Edited the first post with the list of quirks I ran into and the workarounds I have found, including an `udev` rule to make sure the audio device automatically gets...

> > * Wireless Controller > > This may be something patchable in wine: > > /dlls/hidclass.sys/device.c > > ``` > /* Sony controllers */ > { .id = L"VID_054C&PID_05C4",...

Yeah, I can confirm that all the observations I made until now hold true for FF7R: in order to open the audio device properly, it needs it to be called...

> I find it very odd that adaptive triggers work ootb on Linux through proton (At least thats what was said here, cant confirm myself) along with the speaker sync...

> Your DS5 should appear in your speaker list, along with its mic, its primary purpose is to have audio go to the controller and your normal listening device to...

> Interesting find i just had with Ghostwire: Tokyo, with no steam input, when pressing R2 to charge an attack or L2 to grab a core you get both adaptive...

Double-check that `device.description = "Wireless Controller"` otherwise the game won't pick it up! Otherwise I don't know. I'm digging into `winepulse.drv` to see if I can make sense of it....

@GloriousEggroll I'm not sure this is the best place to do that, but the audio naming stuff in Wine itself could be done this way for the PulseAudio backend: ```patch...

> The FF7R issue seem to be related to `GetMixFormat` as well, as after a few calls this returns `nChannels: 2` for the Wireless Controller as well. I'm going to...

> **EDIT**: my mistake, haptic feedback not working on Ghostwire: Tokyo, even disabling pulseaudio still produces the same effect, still interesting in comparison to other games like Death Stranding where...