protonscr

A Way Out and Squad audio problem

protonclosed
ValveSoftware/Proton#10165 · opened 2026-09-21 by Caitex212 · updated 2026-09-21 · 1 comments · github
CCaitex212 2026-09-21 github

Compatibility Report

  • Name of the game with compatibility issues: A Way Out (same underlying symptom also observed in Squad — see notes) (yes this issue is mostly AI generated because I think that the AI can explain it much better)
  • Steam AppID of the game: 1222700 (A Way Out) / 393380 (Squad)

System Information

  • GPU: AMD Radeon RX 7650TX
  • Video driver version: Mesa 26.2.2 (RADV)
  • Kernel version: 7.1.10-zen1
  • Distro: NixOS 26.11 (Zokor)
  • Link to full system information report as Gist:
  • Proton version: Proton Experimental (required — A Way Out's EA/Origin account linking does not work on other Proton versions for me)

I confirm:

  • [x] that I haven't found an existing compatibility report for this game.
  • [x] that I have checked whether there are updates for my system available.

steam-1222700.log

Symptoms

A Way Out: Periodic, regular-interval audio crackling, present even sitting idle in the main menu (no gameplay, no multiplayer connection required to reproduce). No PipeWire xruns are reported (pw-top clean) while it happens. Cutscene audio progressively drifts out of sync with the video — audio and video start perfectly synced at the beginning of a cutscene, and the offset grows worse the longer the cutscene runs.

Squad: Same as A Way Out

I suspect these two may share a root cause given they both appeared/are present on this GPU and both point away from a standard audio-config explanation (see below).

Reproduction

A Way Out: Launch the game, reach any in-engine cutscene, and observe audio drifting behind video over the course of the scene. Or just observe the crackle in the menu.

Squad: Launch the game and sit at the main menu; crackling is audible immediately, at a steady repeating interval.

Troubleshooting already performed (A Way Out)

  • Confirmed genuine 60fps via MANGOHUD_CONFIG=fps_limit=60 (real, hard cap, not just gamescope's -r, which does not throttle the client render loop) — drift persists identically.
  • Disabled Vulkan/VAAPI hardware video decode via GST_PLUGIN_FEATURE_RANK to force software decode — no change.
  • Confirmed PipeWire graph and game audio stream both cleanly at 48000/48000 (pw-top, pw-metadata) — no resampling/rate mismatch.
  • Confirmed stable TSC clocksource, no "TSC unstable" kernel warnings (dmesg | grep -i tsc).
  • Confirmed via Proton log that XAudio2_7.dll is loaded native (not FAudio) — rules out FAudio reimplementation bugs.
  • Ruled out Steam's media pre-transcode cache mechanism: the only bundled video file is the splash screen (Haze1/Content/Movies/splash_awo.mp4); in-game "cutscenes" are rendered live by the engine (UE-based), not pre-rendered video, so STEAM_COMPAT_TRANSCODED_MEDIA_PATH/fozmediav1 cache is a red herring for the actual gameplay cutscene drift (though the splash file itself does show Failed to find H264 bitstream filter / missing AAC codec_data errors in the log — possibly a separate, minor issue, since steamapps/shadercache/1222700/ never gets created on this system despite normal launches and "Verify integrity of game files").
  • Tested all three Wine sync backends explicitly (PROTON_NO_NTSYNC=1 PROTON_NO_FSYNC=1 PROTON_NO_ESYNC=1, and ntsync alone disabled) — no change to the drift in any configuration. Default/active backend is ntsync (ntsync: up and running. in log).
  • Tested PROTON_USE_WINED3D=1 to bypass DXVK entirely — no change.
  • Captured a perf record -g profile during active drift: 94.6% of sampled CPU time attributes to RenderThread 1, almost entirely inside the kernel's pi_state_update_owner (priority-inheritance futex) reached via repeated syscalls — but this did not correlate with any actual fix when sync backends were swapped, so it may be incidental rather than causal. Happy to attach the raw perf.data if useful.
  • Ruled out compositor/display-server involvement: reproduces identically under Hyprland (Wayland) with render.explicit_sync/direct_scanout toggled, with PROTON_ENABLE_WAYLAND forced to 0 (XWayland) and left default, and with VRR disabled.
  • Mesa is current (26.2.2) at time of testing — not a staleness issue.

Troubleshooting already performed (Squad)

  • No PipeWire xruns (pw-top ERR column clean) during crackling.
  • CPU governor tested on both schedutil and performance — no change.
  • Tested with EasyAntiCheat via CPU affinity isolation (taskset -c 0-9 %command%) — no change.
  • Squad's official "Sound Quality: Low" fix and disabling Steam Overlay — no change.
  • No RGB/hardware-monitoring software running.
  • Reproduces even in the main menu, before any multiplayer/netcode/EAC-scanning load would be expected.
Kkisak-valve maintainer 2026-09-21 github

Hello @Caitex212, we're using one issue report per unofficially supported title. Usually I'd transfer this to #4021 or #938, but your choice to use an LLM has greatly degraded the signal to noise ratio of your feedback. Feel free to add your experience to the preexisting compatibility report(s) as it makes sense, but please skip the AI padding.

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