Noita Audio Crackling -

If the technical fixes fail, you can brute-force the solution by removing the problematic sounds entirely.

This universal ASIO driver can bypass Windows audio handling. noita audio crackling

Why this works: Noita doesn't natively use ASIO, but having ASIO4ALL installed and configured seems to improve audio handling for some users[citation:3]. If the technical fixes fail, you can brute-force

Download from: asio4all.org

This logic would be injected into the Audio Engine wrapper (FMOD handling). This is the burning question on the Steam forums

-- Configuration Constants
local SAMPLE_RATES =  44100, 48000 
local BUFFER_SIZES =  1024, 2048, 4096  -- Steps to cycle through
function AudioSystem:Update(dt)
    local current_fps = GameGetFramerate()
    local underruns = self:GetBufferUnderrunCount()
-- Smart Buffer Logic
    if current_fps < 30 and underruns > 5 then
        if self.current_buffer_index < #BUFFER_SIZES then
            self.current_buffer_index = self.current_buffer_index + 1
            self:SetBufferSize(BUFFER_SIZES[self.current_buffer_index])
            GamePrint("Audio Stability Mode: Increased buffer to prevent crackling.")
        end
    end
end
function AudioSystem:ApplyRecommendedSettings()
    -- Detect CPU Core Count
    local cores = GetSystemCoreCount()
if cores <= 2 then
        self:SetBufferSize(4096) -- High latency, zero crackle
        self:SetMixingRate(44100)
    elseif cores >= 8 then
        self:SetBufferSize(1024) -- Low latency
        self:SetMixingRate(48000)
    else
        self:SetBufferSize(2048) -- Balanced default
    end
end

This is the burning question on the Steam forums. As of late 2025, threads spanning five years remain active without an official hotfix [citation:1].

The most likely theory is that the issue is deep within the OpenGL and FMOD integration. Because Noita uses a falling-sand physics engine that processes every pixel, the CPU is often under unique stress. The audio engine seems to lose priority or fails to flush its buffer during high-physics moments. Since the issue doesn't affect 100% of users, replicating it in a development environment is difficult.