Saints Row 2 Juiced Patch

Hello all. I installed both GOTR and Juiced Patch onto my GOG copy of Saints Row 2, and went into juiced.ini to change "FixAudio" from 0 to 1 to fix, well, the PC ports terrible cutscene audio. I have one question and one problem, Do I have to start a new save inorder for this setting to work? And my problem is, upon loading into my game, the dialogue still sounds like a GameCube. Any help would be very appreciated. Apologizes if this is a common issue.
 
Hello all. I installed both GOTR and Juiced Patch onto my GOG copy of Saints Row 2, and went into juiced.ini to change "FixAudio" from 0 to 1 to fix, well, the PC ports terrible cutscene audio. I have one question and one problem, Do I have to start a new save inorder for this setting to work? And my problem is, upon loading into my game, the dialogue still sounds like a GameCube. Any help would be very appreciated. Apologizes if this is a common issue.
FixAudio just changes the 3D Audio Panning in Cutscenes.

UseFixedXAudio is the setting you want to adjust.
 
Is there a way to suppress cutscene audio outside of lowering the volume of the whole game? I find that regular in-game audio is much more silent than cutscene audio, and I don't want to keep having to remember to use the volume rocker.

Edit: It's really just certain sound effects like extremely loud gunshots.

Is FixAudio related to that? I don't really fancy using a "heavily experimental" option for something that could make my ears bleed.
 
Last edited:
Is there a way to suppress cutscene audio outside of lowering the volume of the whole game? I find that regular in-game audio is much more silent than cutscene audio, and I don't want to keep having to remember to use the volume rocker.

Edit: It's really just certain sound effects like extremely loud gunshots.

Is FixAudio related to that? I don't really fancy using a "heavily experimental" option for something that could make my ears bleed.
There is a table file for cutscene sound balancing: "focused_audio.xtbl". Each cutscene uses a different focused_audio entry. You can see which cutscene uses which focused_audio settings in "cutscene_voice.xtbl" and "voice.xtbl". For individual sound effects though, you'd have to edit "foley.xtbl".
 
There is a table file for cutscene sound balancing: "focused_audio.xtbl". Each cutscene uses a different focused_audio entry. You can see which cutscene uses which focused_audio settings in "cutscene_voice.xtbl" and "voice.xtbl". For individual sound effects though, you'd have to edit "foley.xtbl".
So that's intended behaviour?

Sorry about hijacking the thread, but I honestly thought this was another general audio bug. Does your Cutscene Patch do anything like this already? I couldn't find info about that, exactly.
 
So that's intended behaviour?
I don't know if I'd call it "intended" behaviour by Volition, but the table file is there, and the values are what they are.
Does your Cutscene Patch do anything like this already? I couldn't find info about that, exactly.
I have done some editing in these files for the next Cutscene Patch update, but not in regards to general audio balancing, in case anyone figures out the actual reason why the balancing is different on PC. (Maybe I'll see about doing something.)
Sorry about hijacking the thread, but I honestly thought this was another general audio bug.
There might be PC port bugs. For example; "IG" cutscene (those which sometimes play during missions) voice audio is way quieter on PC compared to console. I think it might be to do with travel radius, rather than volume.
 
Hello, me and my friend played this for the first time yesterday.

All went well apart from we can't join each other through OpenSpy with a password, so we sorted that by joining without password.

However my friend is having widescreen issues where he says the UI Safe Area is not fully reaching the sides of his screen
"so like my map and a weird border is like few cm to the left of my actual screen end"

Is there any options for changing this we can try?
 
Thanks for the reply Clippy. My friend is too lazy to provide a screenshot :)

We noticed it only happens after leaving an activity or mission that the UI has the issues. So he's fine with it since it isn't all the time and a restart can fix it.
 
Back
Top