EDIT:
found another bug
- On 5.1ch sound: Voice volume in cutscene are LOUDER than in-world/gameplay. So at default, it sounds good in world/gameplay but too loud in cutscene. If voice volume is lowered thru game option, cutscene sounds good, but too quiet on world/gameplay.
This is the exact same bug Kingdom Hearts 3 also have. SQEX also use unreal engine on that. So i think this bug is considered as "low priority" and wont ever be fixed until the PC version where hopefully, i can just manually fix it thru .ini tweaks (as all unreal engine games allow comprehensive ini tweaks).
But if its in the audio processing plugin itself, the old .dll fix for Witcher 3 voice volume bug maybe also can be used for FF7R.
EDIT2:
i think i found the issue. The game runs center channel with higher volume than other channels. Thus, i think
- This wont be an issue in majority of gamers, because the majority use stereo. No center channel.
- Should be relatively easy to fix on PC version with .ini change to lower only the center channel volume.
workaround
- go to sound system advanced audio config, set center channel to lower volume (pretty annoying, as i would need to change it back and forth between default volume and lower volume, because i use it not just for FF7R)
EDIT3:
scratch that. The whole mixing is weird. for example, the "thud" SFX when you touched the floor after climbing a ladder is way louder than footsteps.