Nice effort and initiative.
Currently I'm having this problem with Elite Dangerous, game fully supports it, but all I'm getting from the Proton is stereo. Now, I'm not using the latest Proton (v7 and experimental) because the game doesn't work with it, but earlier Proton versions are stereo.
Hold onto your seats! lol. What I'm about to say will make certain people angry for even suggesting it who want perfection and true surround. It is merely a suggestion that is good enough for x amount of people.
You can achieve full speaker surround with all channel stereo or my Onkyo also does up conversion to 7.1 should you have bought a receiver that can do that. Its not true surround but it bridges the gap nicely where things fail to support surround.
At least for me the up conversion works fine enough. I'd rather have that than stereo and all the other speakers go to waste. One can be picky and stringent that it has to be true multi channel or nothing. That's up to each one to decide.
I don't know the state of surround with Proton though. Sound is fairly complex. If they have to implement something then depending it can take a while like WMF did or it might be easier. I'm sure one of them working on it have an idea about that.
Little addition: I see multi-channel was added with alsa waay back. https://www.winehq.org/announce/1.5.11 I guess changes since then or who knows... maybe they just didn't work on it and it stopped working. Many don't use alsa directly today I think anymore.
Quick update re. Prince of Persia 2008: I was wrong, it doesn't work with IndirectSound. There is sound coming from the center speaker (mainly dialogue), but many other sound effects don't play at all and there is next to nothing in the other speakers either. In the intro, for instance, when the Prince falls down the ledge and a bunch of rocks fall on his head, there is no sound. Right aftewards, when Elika shoves him up against the wall, no sound either. A minute after that, during the first sword fight, there's no sword clanging sound.
@Xavron Yeah, I agree upmixing is better than nothing. Personally, I prefer playing the affected games in true surround using the Windows partition on my laptop, though.
Yeah, and hence what I stated in the front lol. If you want true then there's a lot a play. Wine added multi-channel to alsa long ago. Probably it broke and is incompatible with various changes.
I'm not sure if anyone here even looked if it can support eg alsa plugin with pipewire or if Wine is just broken.
Well, to be fair, many games do work in surround sound using Proton, and it seems more recent ones work better than older ones, too. For instance: Deathloop, Alien: Isolation, Doom Eternal, Divinity: Original Sin DC, BioShock Remastered, Dying Light, even F.E.A.R. 2. They all play in surround sound, so Proton definitely does support surround sound. And I know Wine does, too. It's just still pretty spotty and it looks like it's not one big bug, but many smaller ones, often probably down to a per-game basis.
Although, I'm sure the bug that affects Styx and LoF 2, if that was fixed, probably a whole bunch of other games would start working, too.
Ah, I see. It could definitely be stuff in the Wine code that hasn't been implemented for specific situations. Looking at the Wine source briefly, I see FAudio does indeed include support https://github.com/wine-mirror/wine/blob/1d178982ae5a73b18f367026c8689b56789c39fd/libs/faudio/include/FAudio.h#L458
So it might be games that can't make use of that. I won't be looking into it any further. But, I'm sure the Proton devs are aware of stuff already.
Luckily I solved 5.1 in Elite Dangerous, there's a config file where you select which Audio API is used, there are two, WASAPI and XAudio2, so with XAudio2 (which is default) I was getting only stereo, when I changed that to WASAPI I get 5.1 :)
In case it helps, regarding Prince of Persia 2008: I ran the GOG version using Lutris Wine builds and also only had stereo output initially. However, when I upgraded to a Lutris Wine build >= 6.13 (it's been a while so I'm not exactly sure about the version, but it should be in this area), surround sound suddenly worked fine.
World in Conflict exhibited the same problem and upgrading to a Lutris Wine build >= 6.13 fixed surround sound for it as well.
In case it helps, regarding Prince of Persia 2008: I ran the GOG version using Lutris Wine builds and also only had stereo output initially. However, when I upgraded to a Lutris Wine build >= 6.13 (it's been a while so I'm not exactly sure about the version, but it should be in this area), surround sound suddenly worked fine. World in Conflict exhibited the same problem and upgrading to a Lutris Wine build >= 6.13 fixed surround sound for it as well.
Interesting! There's no way to run Steam games through "regular" Wine like you describe, right? I tried through Steam using the latest Proton and GE-Protons, also older versions, with and with out DSOAL and IndirectSound. I also tried launching the games from Lutris using the Steam runner and the options to disable Lutris runtime and use system libraries. I either got stereo or corrupted surround with a lot of SFX not playing at all.
It's good to know that the GOG version works when using plain Wine.
It's good to know that the GOG version works when using plain Wine.
I think you might have misunderstood me. I wasn't running the GOG version in plain Wine but rather in the Wine build provided by Lutris, which carries a lot of patches compared to a plain Wine build.
There's no way to run Steam games through "regular" Wine like you describe, right?
It might be possible to run Steam games in arbitrary Wine prefixes by installing the Windows Steam client in the target prefix and install the Windows game from there. Didn't test this, though.
Replying to https://github.com/ValveSoftware/Proton/issues/6138#issuecomment-1253739193
Ah, thanks for clarifying. Yeah, it sounds like if I have the game on Steam, not GOG or in some other form, it'll be tricky to run it using Lutris' Wine build. Too bad! Well, gonna wishlist it on GOG, then. Hopefully, Proton catches up some day and fixes surround support for this game and others.
There's also a chance that if this native Pipewire driver for wine gets off the ground, it could support 7.1/atmos https://gitlab.freedesktop.org/pipewire/pipewire/-/issues/1938#note_1499194
That would be awesome. I'm guessing Pipewire will be in Linux Mint 21.1 when that comes in December.
This may not be the right place to ask, but for those who have experience using Pipewire: is it the same as Pulse, where we can just plug an HDMI cable into our graphics card and AVR and bada bing, surround sound works? With selectable profiles for 5.1, 7.1 etc in the OS's sound settings? Is there an app that does what pavucontrol does?
That would be awesome. I'm guessing Pipewire will be in Linux Mint 21.1 when that comes in December.
This may not be the right place to ask, but for those who have experience using Pipewire: is it the same as Pulse, where we can just plug an HDMI cable into our graphics card and AVR and bada bing, surround sound works? With selectable profiles for 5.1, 7.1 etc in the OS's sound settings? Is there an app that does what pavucontrol does?
So long as you install the proper components (Pw-alsa, pw-jack, pw-pulse) then all the audio controls will mix and become one, all your old pulse controls such as pavucontrol will work exactly as they did before, and can now control jack apps.
Good to hear. So those are simply additional packages one needs to install, then?
Good to hear. So those are simply additional packages one needs to install, then?
Yep, the main PW package, and all its other audio servers, just note it will outright replace them, but all Pulse apps and commands should work, such as it auto importing your configs or sinks.
For anybody interested, Dishonored and Styx: Shards of Darkness work in 5.1 surround sound with the latest version of Proton Experimental on Linux Mint 21.1. Brilliant!
Will check the other titles I had problems with in due time.
One of the related technologies is spatial sound rendering. I've been working on one for PipeWire recently. It can easily render 7.1 to headphones (we should be able to do that automatically some day), as well as work with dynamically positioned objects (custom demos are working). However, I've got no real source of spatial sound (not just 7.1, but dynamic sources) to develop a viable API for exposing spatial objects to clients.
I have opened an RFC regarding this: https://gitlab.freedesktop.org/pipewire/pipewire/-/issues/3035 and would like to cooperate on creating more immersive audio experiences in games.
Proton/Wine do already provide some implementation for ISpatialAudioClient, but not really rendering it spatially. Proper support for this should enhance user experience and game quality, so comments from Proton developers are welcomed!
Replying to https://github.com/ValveSoftware/Proton/issues/6138#issuecomment-1435493791
By sources, do you mean games and programs that actually use spacial sound? If so Returnal might be a good start with its Aura 3D support. I don't think it's atmos can apply to headphones however, needs a proper speaker set up.
Had no idea it was you working on the native PW driver, hope to see that soon!
if an Atmos game uses ISpatialAudioClient, Proton can try to get object props and at least dump them. Then something needs to be done at the driver level, likely requiring WIP Wine-PipeWire driver.
Cyberpunk 2077 has been known to require ISpatialAudioClient, as per initial commit message.
Had no idea it was you working on the native PW driver, hope to see that soon!
Not me, I'm not into Wine at all. Not sure whether the developer is on GH.
Replying to https://github.com/ValveSoftware/Proton/issues/6138#issuecomment-1435498469
Ah, sorry, I didn't follow the links right.
As for support Aura 3D seems to work fine already in my case, with objects sounding like they're from above or below. I guess its just atmos amongst other formats that require ISpatialAudioClient support.
As for support Aura 3D seems to work fine already in my case, with objects sounding like they're from above or below. I guess its just atmos amongst other formats that require ISpatialAudioClient support.
Does it just send stereo to headphones and do all the processing inside the game engine? We thought many games did so, but some relied on platform APIs to make 3D audio
As for support Auro 3D seems to work fine already in my case, with objects sounding like they're from above or below. I guess its just atmos amongst other formats that require ISpatialAudioClient support.
Does it just send stereo to headphones and do all the processing inside the game engine? We thought many games did so, but some relied on platform APIs to make 3D audio
I'm gonna assume internal processing for Auro as its it seems to have two implemenations, one where its just a basic 7.1 signal and one where its a library you can add to games to do spacial audio on headphones with no driver required.
In this games case it chose the embedded 3D simulation , much like how you can run atmos for headphones (no idea if atmos for headphones can accept real atmos tracks) and sending its Auro mix to a real 7.1 setup presumably wont work. Game also never requested any downloads or drivers for Aura to work so its gotta be internally processed.
Games atmos mix is however real and requires a dac and all that fun stuff.
Atmos mix and Atmos for headphones are ambiguous terms. Typically games are going to use ISpatialAudioClient, not an Atmos encoded file like movies do. So Wine can just see coordinates, transform those and feed into PipeWire spatializer.
Atmos for headphones and Windows Sonic do roughly the same as my PW spatializer: apply HRTFs to make sound appear from a coordinate point
Atmos mix and Atmos for headphones are ambiguous terms. Typically games are going to use ISpatialAudioClient, not an Atmos encoded file like movies do. So Wine can just see coordinates, transform those and feed into PipeWire spatializer.
Atmos for headphones and Windows Sonic do roughly the same as my PW spatializer: apply HRTFs to make sound appear from a coordinate point
Right, well Auro3d in this case is going with the atmos for headphones approach, just with internal processing, even has a DLL for it. (But it does have its own real codec for 7.1 systems, it's just not used here)

But as said, its Atmos Mix is very real and relies on ISpatialAudioClient, sorry about the confusion.
Alright. Auro3D is then unrelated to the question: it's a module for the game engine that detects sound hardware and performs the best possible rendering on its own, just sending classic 2.0 or 7.1 to the OS audio stack. Nothing to do to support that from Proton and PipeWire. If something is broken and 7.1 doesn't work, that's a bug, not missing feature.
Atmos mix based on spatial client is essentially what I am asking developers about: Proton could probably set those properties to PipeWire (method is to be determined) and PipeWire can render arbitrarily positioned sources to headsets
The main factor needed for ISpatialAudioClient is collaborative work, I want to hear opinion of developers involved in Wine audio stack to shape the upcoming API
Borderlands 2 (49520) and Borderlands The Pre-Sequel (261640) has had broken surround for as long as I can remember, at least on my system. Basically, audio from behind is completely muted but audio from the front plays fine. Finally solved it with protontricks <appid> sound=alsa which gives me working surround audio in these games.
Using Debian testing, with PipeWire (inc. pipewire-pulse and pipewire-alsa)
Proton 7.0-6
7.1 virtual surround using PipeWire, going into stereo headphones. Not that it matters. If this isn't working then surely it's not working on a real surround speaker setup either.
Not sure if this is related to this issue, but I noticed winecfg only has up to 5.1 surround as an option for Monster Hunter Wilds and The Finals. My system (cachyos/proton-cachyos) has 7.1 surround support which I confirmed by testing all the channels. I also confirmed the side channels in 7.1 surround do not work in game by turning on only those channels and not hearing anything.
I'm not sure if this is a game specific limitation, but it seems to be more an issue with wine/proton itself. I did find this Wine bug report stating this exact issue https://bugs.winehq.org/show_bug.cgi?id=56664
I also have a reddit thread (with not much helpful info) here
EDIT: as mentioned in the reddit thread above, I did more testing and found that while winecfg says 5.1 for all my games, most games actually do output 7.1 (as tested by turning off every channel except the side channels). However, The Finals still only outputs 5.1 surround. According to this the finals should be outputting 7.0 surround, which I also saw when playing on windows.
as mentioned in the reddit thread above, I did more testing and found that while winecfg says 5.1 for all my games, most games actually do output 7.1
From my testing, even though Wine only exposes an option for 5.1 surround sound, it actually seems to pass through an arbitrary(?) number of channels. Not only could I use 7.1 in games (if they rely on auto-detection, it might not always work, though), I could successfully pass through even more channels. The number of channels passed through can be easily seen when using qpwgraph with pipewire-pulse.
I actually found the same thing. The highest you can set in winecfgis 5.1 and many games will still play back 7.1 sound on my 7.1 system using Linux Mint 22.1 Cinnamon.
Also, though, some games won't work if you choose the 7.1 Surround output profile in Linux Mint's sound settings. They require Linux to be set to 5.1.
For example, in Fallout: New Vegas, you'll hear screeching/distorted or no sound in several channels. When choosing 5.1 Surround in Linux, you get 5.1 surround sound. Rear channels stay silent.
Running the same game in Windows 11 with 7.1 works fine.
@Jinra I'm having the same issue as you are with The Finals and no audio from the side channels in 7.1. It actually seems to be affecting ALL Unreal Engine games (though I see on your Reddit thread that Marvel Rivals apparently works properly, and that's Unreal. Maybe it's using a different audio middleware?). I've confirmed it in System Shock Remake, Sifu, Dishonored 1, and even running a Windows build of the Unreal Editor through Proton and setting up an audio test level. Non-Unreal based games that I've tried respect all 7.1 channels.
I've tried on both Steam Deck running SteamOS and my desktop running Bazzite with the same results.
So I've made a dev build of a simple audio test in Unreal so I can see Unreal's log of the startup, and it has only served to confuse me further.
Here's the bit of the log with the audio initialization:
[2025.08.04-18.41.21:446][ 0]LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2' [2025.08.04-18.41.21:458][ 0]LogAudioMixer: Display: Using Audio Hardware Device PulseAudio Output [2025.08.04-18.41.21:459][ 0]LogAudioMixer: Display: Initializing Sound Submixes... [2025.08.04-18.41.21:459][ 0]LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault' [2025.08.04-18.41.21:459][ 0]LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault' [2025.08.04-18.41.21:460][ 0]LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=1 [2025.08.04-18.41.21:461][ 0]LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=8, Samples=8192, InstanceID=1
The last line shows Channels=8, which is 7.1. When I switch the audio device to 5.1 in Desktop mode, Unreal will log Channels=6, so it's clearly actually getting the proper number of channels. It's just not outputting anything to the sides when it's in 7.1.
[edit] Further investigation: I made a native Linux build, and it's ALSO not outputting full 7.1, but in its audio initialization it's simply not seeing 8 channels:
[2025.08.04-20.03.57:340][ 0]LogAudioMixerSDL: Display: Initialized SDL using pulseaudio platform API backend. [2025.08.04-20.03.57:340][ 0]LogAudioMixer: Display: Initializing audio mixer using platform API: 'SDL2' [2025.08.04-20.03.57:445][ 0]LogAudioMixerSDL: Opening default audio device (device index -1) [2025.08.04-20.03.57:456][ 0]LogAudioMixer: Display: Using Audio Hardware Device Navi 31 HDMI/DP Audio Digital Surround 7.1 (HDMI 4) [2025.08.04-20.03.57:456][ 0]LogAudioMixer: Display: Initializing Sound Submixes... [2025.08.04-20.03.57:457][ 0]LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault' [2025.08.04-20.03.57:457][ 0]LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault' [2025.08.04-20.03.57:458][ 0]LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=6, Samples=6144, InstanceID=1
So maybe this is an Unreal/SDL issue. But I can't make sense of the Windows build under Proton seeing 8 channels, but still only outputting 6 when it's not going through SDL (at least not as far as it knows).
Sorry to spam, but I think I've figured out a workaround for the 7.1 audio issue with Unreal games. I don't know why it works, but so far I've tested it with my Unreal test audio app, System Shock Remake and The Finals, and they all have fully working 7.1 audio now.
I did this using ProtonTricks:
@Jinra give it a shot.
@DKesserich
Unfortunately this just causes my game to crash at startup now
Dang. Do you still crash if you just do alldlls=default and don't disable the xaudio2 libs? On my system, after launching The Finals it automatically adds a bunch of overrides back into the Libraries tab. I'm also on Bazzite, not CachyOS, so there might be something different causing a problem there.
Also also I'm on an all AMD build (Ryzen 7900X, Radeon 7900 GRE, X870E motherboard), not sure how much of a difference that might make.
So maybe this is an Unreal/SDL issue.
There seems to be issues with some Unreal Engine-based games and 7.1 output:
Basically, any UE4-based game that uses the built-in audio engine, which I identify as XAudio2, has a bug in 7.1 mode where certain audio effects do not play (they mute) when they are at the 90-degree position. Switching your audio output to 5.1 solves this. I first experienced this in Unreal Tournament, but later found that it affected many other games. This issue is being worked on, but won't be fixed in games unless developers update the affected games.
Games using Unreal Engine 3 and 4 combined with XAudio2 fail to output to the LFE channel when outputting to a 7.1 speaker configuration. I discovered this while testing the 2014/2015 Unreal Tournament pre-alpha and switching between speaker configurations to test a problem with the game's audio output. Curious, I switched to 5.1 output in Windows and tested a number of games that use UE3 and XAudio2 (Bulletstorm, Chivalry: Medieval Warfare, Vanishing of Ethan Carter, Killer is Dead, Deadlight) and found that when Windows was set to 5.1, these games output to the subwoofer while they lack subwoofer output when speaker config is set to 7.1. I also tested other XAudio2 games that weren't using Unreal Engine and found that this didn't affect those games.
FWIW I'm seeing the same behavior in red dead redemption 2, which doesn't use unreal engine, where I only get 5.1 surround. I can confirm it's not 7.1 with the side channels muted as it gives me a picture of my setup in the came config
It seems audio passthrough of Atmos to speakers is also not working. pcm 5.1 and 7.1 works fine but on my yamaha receiver in hellblade 2 dolby atmos for speaker isn't passing through Atmos to receiver.
From kodi atmos passthrough is working for music and movie content.
os: nobara
Without knowing the details, I'm just guessing but most likely Kodi is to some extent bypassing Linux audio APIs to directly transmit the Atmos bitstream. Meanwhile Wine likely lacks such capability and its audio backends likewise do not know about Atmos.
Dolby Atmos can be transmitted via various formats.
Static content, such as music and videos, typically either use Dolby Digital Plus or Dolby TrueHD. Real-time applications, such as games, most likely use Dolby MAT 2.0.
The transmission of Dolby Digital Plus or Dolby TrueHD ist already possible since these are basically pre-encoded streams that can be passed through. Real-time applications require live-encoding, which is currently not supported on Linux AFAIK.
For pipewire, there is already an issue for supporting immersive audio with speakers.
Thanks for those details, here's a tl;dr so that people don't have to go on a research journey:
doesn't work yet in practice (this is where Kodi might benefit by not using the desktop APIs) and it's likewise used for pre-recorded audioWith that out of the way, here's something maybe actionable. According to an LLM, the games are using one of the following APIs to interact with Dolby Access:
Presumably Wine/Proton could support one or more of them and probably translate them into OpenAL. Alternatively PipeWire might have some 3D audio capabilities but I'm not sure how well developed they are right now. All I found was an MPEG-H 3D Audio Stream (MHAS) header that very few receivers seem to support and an audio filter for SOFA (which, I think, can be used for binaural rendering to headphones).
It is already possible to drive immersive audio systems on Linux if games utilize OpenAL.
You can either follow this guide, which is more difficult but provides better results or configure OpenAL to use the Tetraphonic Surround Matrix Encoding feature, which is able to encode surround and some height information into a stereo stream. This stereo stream has to be decoded by a matrix decoder. In my experience, DTS Neural X can do this best.
proton 7.0-6x1 2023-02proton experimentalx2 2022-12
Feature Request
This is a follow-up to https://github.com/ValveSoftware/Proton/issues/1803, where intrepid users and devs like @ColdPie1, @Loacoon1 and @pedrofleck investigated surround sound support in Proton and made a bunch of headway. Unfortunately, I still run into games with broken surround sound with worrying regularity.
Setup/background:
Hooking up a home theatre system to a PC is incredibly easy. Simply plug an HDMI cable into the graphics card and AVR. I can confirm that surround sound has worked perfectly for me on Linux Mint, Ubuntu and Windows since 2009. I listen to multichannel mixes of music (e.g., Pink Floyd), I watch movies and I play video games. VLC, SMPlayer, Parole Media Player, GZDoom, Kodi, you name them, disc formats like DVD, Blu-Ray, audio formats like PCM audio, DTS, AC3, Dolby True HD, DTS-HD MA, multichannel file formats like .flac, .dts, .mka, .ac3, .mkv, .avi, .wav, .ogg... They all work. So, system-side, everything is set up correctly:
Screen 1: PC => DisplayPort cable > Screen (2560x1440)
Screen 2: PC => DVI cable > Screen (1280x1024)
Screen 3: PC => HDMI cable > AVR > HDMI cable > Screen (1920x1080)
I run games on screen 1.
I can also confirm that this works with AVRs made by Yamaha, Denon, Panasonic, JBL and several more at my friends' places, where I bring my laptop for gaming or movie nights. Both my laptop and desktop PC have Nvidia graphics cards (RTX 2070 and GTX 1080 Ti, respectively).
I confirm:
There's #1803. It's from 2018 and was closed in Feb, 2020.
Description
Games that support surround sound should also support it when played through Proton (and, ideally, Wine). Examples:
Black Mesa: https://github.com/ValveSoftware/Proton/issues/4545#issuecomment-1143409340
Haven't tested yet if other Source engine games are affected.
Styx: Shards of Darkness: https://github.com/ValveSoftware/Proton/issues/964#issuecomment-1138436039
This game freezes during launch when using HDMI for audio. It works perfectly when using another device (e.g. headphones), but well, stereo only in that case.
Layers of Fear 2: https://github.com/lutris/lutris/issues/4426
I don't have this game on Steam (but GOG), but the behaviour when running it through Lutris is the exact same as Styx: Shards of Darkness, so I presume it's the same bug.
Mirror's Edge: https://github.com/ValveSoftware/Proton/issues/1803#issuecomment-1135784181
No surround sound out of the box, although there is a complex workaround discovered by @Loacoon1 and described in detail in my comment linked above.
Serious Sam 2: https://github.com/ValveSoftware/Proton/issues/1803#issuecomment-1143385877
The Mirror's Edge workaround plus a .ini tweak can be used to get this to work.
Prince of Persia 2008
Works out of the box on Windows but requires IndirectSound on Linux. Doesn't work with DSOAL.
Dishonored: https://github.com/ValveSoftware/Proton/issues/51#issuecomment-1213104231
@ColdPie1 offered a few thoughts on this one, but so far, I haven't been able to deduce a workaround.
Fallout: New Vegas: https://github.com/ValveSoftware/Proton/issues/356#issuecomment-1143392956
No dice, even after trying DSOAL, Mirror's Edge workaround and the like. I read some reports indicating other users are having more success.
Doom Eternal: https://github.com/ValveSoftware/Proton/issues/3773#issuecomment-1213417973
This is probably a false positive. After installing Doom Eternal on my PC, it only played in stereo, but I think I was using Proton-GE. Once I switched to Proton Experimental, it started working. So something might be off here, but probably isn't?
All the above games require no tinkering for surround to work in Windows. Others, like F.E.A.R., Duke Nukem: Manhattan Project or Prey (2006), do require tinkering on either OS, so I don't think they should be listed here (though of course it would be awesome if they worked out of the box through Proton).
Justification [optional]
I understand it's not an important issue. After all, the games I am reporting above are running perfectly well in stereo, and let's be real, who cares about surround sound? I get it, few do.
Still, I'm wary before installing any new game at this point. My failure rates have been pretty high. I'd be happy just knowing more devs are aware that surround sound remains broken in many cases and will eventually look at it. After all, it is a feature of these games that we can enjoy on Windows, but not on Linux. How awesome would it be to just ditch Windows in a couple years?
And yeah, ideally, I would very much hope this could also be added in Wine.
Risks [optional]
Can't think of any.
References [optional]
https://github.com/ValveSoftware/Proton/issues/356#issuecomment-1143392956
https://github.com/ValveSoftware/Proton/issues/4545#issuecomment-1143409340
https://github.com/ValveSoftware/Proton/issues/964#issuecomment-1138436039
https://github.com/lutris/lutris/issues/4426
https://github.com/ValveSoftware/Proton/issues/1803#issuecomment-1135784181
https://github.com/ValveSoftware/Proton/issues/1803#issuecomment-1143385877
https://github.com/ValveSoftware/Proton/issues/51#issuecomment-1213104231
https://github.com/ValveSoftware/Proton/issues/3773#issuecomment-1213417973