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RPCS5

Audio

This guide outlines the various audio settings available in the RPCS5 PS5 emulator, offering explanations and suggestions for each option to help you optimize your audio experience.

The RPCS5 Audio settings panel with output, 3D audio, mix, latency and microphone sections
Audio, with Tempest 3D AudioTech enabled and a 64-sample buffer.

The exception is buffer size. Crackling audio almost always means the CPU is missing its deadline, so raising the buffer hides a performance problem rather than fixing one. If you find yourself pushing it past a few hundred samples, the answer is probably in the Graphics or System panel instead.

Output

BackendCoreAudio, WASAPI, PipeWire, PulseAudio

Host audio API.

The emulator preselects the right one for your platform. Only change it on Linux, where PipeWire and PulseAudio can both be present and one of them is usually better behaved.

Output deviceSystem Default or a specific device

Where audio is sent.

Channel layoutStereo, 5.1, 7.1

Speaker configuration reported to the game.

Match what you physically have. Reporting 7.1 to a game while listening on stereo headphones sends dialogue to channels that get folded down badly.

Volume0% to 100%

Master output level.

MuteOn / off

Silences all output without changing the volume.

3D audio

Tempest 3D AudioTechOn / off

Object-based spatial audio.

On for headphones, off for speakers. On speakers the HRTF pass is fighting the room instead of helping.

HRTF profileDefault or a loaded profile

Head-related transfer function used for the spatial mix.

Tempest 3D AudioTech is emulated with an HRTF convolution pass, so headphones are strongly recommended.

Mix

Per-channel levels, applied live while a game runs.

Music0% to 100%

Soundtrack bus.

Effects0% to 100%

World and UI sound effects bus.

Voice0% to 100%

Dialogue bus.

Latency

Buffer size32 to 2048 samples

Lower values reduce latency but may cause crackling.

Start at 64 and raise it if you hear crackling. Crackling here is a symptom of the CPU missing its deadline, so it often goes away when you fix a frame rate problem instead.

Time stretchingOn / off

Smooths audio when the frame rate dips.

On. Without it, a frame rate dip turns into audible pitch wobble rather than a slightly stretched sample.

Microphone

Enable microphone passthroughOn / off

Exposes a host microphone to the guest.

Input deviceSystem Default or a specific device

Capture device.