Hello @Amaderis, we're using one issue report per unofficially supported game title, so I've gone ahead and transferred this issue report to https://github.com/ValveSoftware/Proton/issues/6554#issuecomment-5655469239.
proton 7.0-6x1 2026-09proton experimentalx1 2026-09PROTON_LOG=1`)x1 2026-09PROTON_USE_PIPEWIREx1 2026-09PROTON_USE_PIPEWIRE=0x1 2026-09WINEDEBUGx1 2026-09WINEDEBUG=+mfplat,+quartz,+wmvcore,+strmbase,+xaudio2,+dsoundx1 2026-09
Compatibility Report
Name of the game with compatibility issues: Atomic Heart
Steam AppID of the game: 668580
System Information
I confirm:
Symptoms
Cartoon videos ("Nu, Pogodi!") played on the in-world TVs inside save rooms display video correctly but have no audio, on all Proton builds tested. All other game audio (SFX, music, dialogue, menu sounds) works normally.
Reported by other users as not reproducible on native Windows (Focus/VK Play build) - unconfirmed by me directly, but consistent across multiple people I've talked to.
Steps to reproduce
What I've already ruled out
Nu_Pogodi_*.mp4asset (H.264 + AAC-LC, 48kHz stereo, standard MP4/mp42container, Mainconcept encoder) and confirmed viaffprobeand direct local playback (mpv) that the audio track is valid and plays correctly outside the game.esds/codec_dataatom) made no difference in-game, even though it eliminated an early, apparently non-fatalaacparsewarning (see below).PROTON_USE_PIPEWIREaudio driver setting. Tested withPROTON_USE_PIPEWIRE=0(falls back offwinepipewire.drv) - no change.Log analysis (
WINEDEBUG=+mfplat,+quartz,+wmvcore,+strmbase,+xaudio2,+dsound PROTON_LOG=1)aacparseelement logsNeed codec_data for raw AACon its first negotiation attempt for the TV's AAC stream, but subsequently renegotiates successfully with the correctcodec_dataand produces valid output caps.wg_transform(Wine's MFT wrapper) is created for this exact stream with: i.e. decoding to valid PCM completes successfully.xaudio2,dsound, ormmdevapichannels for this stream at any point (only DLL load/unload boilerplate and one unrelatedmmdevapi:SAC_GetMaxDynamicObjectCountfixme). This holds regardless of which audio backend (pipewire/pulse) is active.Conclusion so far: decoding is not the bottleneck - the decoded PCM samples from the Media Foundation source reader for this specific media playback path never reach any Windows audio API call that Wine would need to service. Whatever mechanism the game uses to route this particular
MediaPlayer/MediaSoundComponentaudio into its own mixer does not appear to fire under Proton, on any tested build. I cannot go further without either game-engine source access or a Wine-side debugger, which is why I'm filing this upstream.Related existing reports
Attachments
relevant2.log- filtered log excerpt (grep onaacparse|codec_data|xaudio|dsound|wmardev|IMFSample|audio.*sink|audio.*device) from a repro session with the above WINEDEBUG channels enabled.relevant2.log