Question / Help Can never get my mic audio to sound proper. always , a new problem with my mic audio

Spnkdursheet

New Member
Like the title says, i have been trying to stream for about 6 months, but can just never get my mic audio to sound good, i've tried 3-4 different headsets, i use adobe audition to fix background noise, which isn't an issue that i'm having. and i have gone through hundreds of tutorials trying different settings trying to get it to just finally work properly

the mic audio right now, sounds extremely muffled, and a lot lower than the desktop audio even though i have lowered the desktop audio way bellow the mic audio, ratio being 100 %/20% and even upped the aux boost, but mice sounds a bit louder but still muffled, although my friends say my mic sounds entirely fine in other programs such as discord or in game voip. so i'm not sure whats going on,
 

Spnkdursheet

New Member
Last game capture log:
2017-01-20, 11:12:46: we're booting up:
11:12:46: CaptureThread: attached to process fm.exe
11:12:46: D3D9 Present
11:12:46: (half life scientist) everything.. seems to be in order
11:12:46: D3D9EndScene called
11:12:46: D3DPRESENT_PARAMETERS {
11:12:46: BackBufferWidth: 1920
11:12:46: BackBufferHeight: 1017
11:12:46: BackBufferFormat: D3DFMT_X8R8G8B8
11:12:46: BackBufferCount: 2
11:12:46: MultiSampleType: D3DMULTISAMPLE_NONE
11:12:46: MultiSampleQuality: 0
11:12:46: SwapEffect: D3DSWAPEFFECT_DISCARD
11:12:46: hDeviceWindow: 133672
11:12:46: Windowed: true
11:12:46: EnableAutoDepthStencil: false
11:12:46: AutoDepthStencilFormat: D3DFMT_UNKNOWN
11:12:46: Flags: None
11:12:46: FullScreen_RefreshRateInHz: 0
11:12:46: PresentationInterval: 1
11:12:46: };
11:12:46: successfully set up d3d9 hooks
11:12:46: D3D9Present called
11:12:47: DoD3D9GPUHook: using offset workaround
11:12:47: DoD3D9GPUHook: success
11:12:47: D3DSURFACE_DESC {
11:12:47: Format: D3DFMT_X8R8G8B8
11:12:47: Type: D3DRTYPE_SURFACE
11:12:47: Usage: D3DUSAGE_RENDERTARGET
11:12:47: Pool: D3DPOOL_DEFAULT
11:12:47: MultiSampleType: D3DMULTISAMPLE_NONE
11:12:47: MultiSampleQuality: 0
11:12:47: Width: 1920
11:12:47: Height: 1017
11:12:47: };
11:12:47: successfully capturing d3d9 frames via GPU
11:17:22: D3D9Reset called
11:17:22: ---------------------- Cleared D3D9 Capture ----------------------
11:17:22: D3DPRESENT_PARAMETERS {
11:17:22: BackBufferWidth: 1920
11:17:22: BackBufferHeight: 1080
11:17:22: BackBufferFormat: D3DFMT_X8R8G8B8
11:17:22: BackBufferCount: 2
11:17:22: MultiSampleType: D3DMULTISAMPLE_NONE
11:17:22: MultiSampleQuality: 0
11:17:22: SwapEffect: D3DSWAPEFFECT_DISCARD
11:17:22: hDeviceWindow: 133672
11:17:22: Windowed: true
11:17:22: EnableAutoDepthStencil: false
11:17:22: AutoDepthStencilFormat: D3DFMT_UNKNOWN
11:17:22: Flags: None
11:17:22: FullScreen_RefreshRateInHz: 0
11:17:22: PresentationInterval: 1
11:17:22: };
11:17:22: successfully set up d3d9 hooks
11:17:22: D3D9EndScene called
11:17:22: D3D9Present called
11:17:22: DoD3D9GPUHook: using offset workaround
11:17:22: DoD3D9GPUHook: success
11:17:22: D3DSURFACE_DESC {
11:17:22: Format: D3DFMT_X8R8G8B8
11:17:22: Type: D3DRTYPE_SURFACE
11:17:22: Usage: D3DUSAGE_RENDERTARGET
11:17:22: Pool: D3DPOOL_DEFAULT
11:17:22: MultiSampleType: D3DMULTISAMPLE_NONE
11:17:22: MultiSampleQuality: 0
11:17:22: Width: 1920
11:17:22: Height: 1080
11:17:22: };
 
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