If I had to guess, I'd imagine it's some buffer/compression artifact connected to the rate the audio driver is updated, but I haven't looked into it at all. I had noticed it occurring regularly on my laptop a few years back, but rarely if ever encountered the same issue on my desktop.
You might try dropping IndirectSound in your GameData directory and changing the provider to DirectSound3D in the in-game settings. This is basically a DirectSound->XAudio2 wrapper that'll fake a hardware provider, so you can have an alternative to the Miles positional driver and theoretically have marginally better support through Microsoft's sound libraries. The game engine is still responsible for interfacing that driver and updating the audio sources, so it might not help at all, but it's worth a shot.
You might try dropping IndirectSound in your GameData directory and changing the provider to DirectSound3D in the in-game settings. This is basically a DirectSound->XAudio2 wrapper that'll fake a hardware provider, so you can have an alternative to the Miles positional driver and theoretically have marginally better support through Microsoft's sound libraries. The game engine is still responsible for interfacing that driver and updating the audio sources, so it might not help at all, but it's worth a shot.
The above methodology is Blakhart approved.
It seems to be working ........... Thanks guys!
