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I don't have a surround setup myself, so I'm not able to adjust the soundmixing to a 5.1 setup unfortunately.
But yeah, the voice samples are indeed mono and are treated as effects. There was no other way to implement dynamic Duketalk. The only way to flag sounds as voice, is through map-scripting as far as I'm concerned. So like in SS3, only certain scripted events would be recognized as voice
The editor only provides the following flagging options for sounds:
- "3D" -most effects in the base game are flagged with this. Only suitable for location based sounds.
- "volumetric" -gives stereo or mono sounds a range where they can be heard in.
- "music" -
I could try to convert the voice samples to stereo. This atleast shouldn't have much of an impact on stereo setups, and maybe enables the samples to be played on the others speakers on a 5.1 setiup?
I'll do some more testing tomorrow to see which channels the non mono sounds play from.