They certainly should know about the issues, they've read this thread at least once.
I will say it appears to be 2 distinct issues.
Issue 1: The first is the faulty XAudio2 detection routines which MSFT have never fixed after years. The fact that is an MSFT bug does not excuse the issue though as there are posted code workarounds for detecting Audio device functionality and options correctly even with the MSFT XAudio2 bug. As such CDPR are to blame for allowing that bug affect their game.
EDIT: adding related link which discussed the hex edit XAudio2.dll workaround, and detailed out how to work around the issue correctly by using additionally detection methods that would not require end users to use hacked files.
http://xboxforums.create.msdn.com/forums/p/22533/275202.aspx#275202 Thanks to jamrwoo for leading into and locating this one.
Issue 2: The second issue is 100% CDPR. The second issue being even if surround sound is working 100%, the sound is based on the camera position, not the player, and no mathematical compensation for the difference in distance as related to Geralt, Sound Source, Camera is being done.
This second is a problem that can easily be tested out and observed by doing the following:
Issue 2 test:
Walk straight to a guard or any other NPC that repeats one-liners when you talk to them.
The very instant the option to talk to them becomes available stop moving (so you are as far as possible from the person).
Now keep making them talk while moving the camera only around making sure to never move Geralt. Notice if you move the camera between Geralt so you are looking down and at Geralt but can still see the NPC enough to activate chat, notice you can hear them better, and out of your back and side speakers even though Geralt is facing them because the camera is mostly showing its back to the NPC but much closer to the NPC (and looking at Geralt). Now move the camera back behind Geralt as far away as possible and chat again, notice the sound correctly comes out the front but really low because the camera is much farther from the NPC. This is a common lazy broken way of doing 3rd person surround sound. I say lazy broken because they are not basing it off the character (Geralt) and his position relative to the sound but rather the camera.
This causes issues because talking to someone you are facing means the camera is usually rather far from the person.
This is why you can usually hear that guy you passed and who is now off screen, essentially right next to the camera far better than the person Geralt is standing face to face with. Broken bad 3rd person audio math.
There are ways to fix the issue, mathematical compensation for the difference in distance for the sound as to how they relate to Geralt and the Source versus how they relate to Camera and the Source.
Other options are when initiating conversations to base all sound on the player (Geralt) position.
And another Option is to zoom the camera into near the position of the character (Geralt) when in conversation.
I'm sure folks could come up with even more options, but the main point being the issue NEEDS to be FIXED!
The first issue should be an easy fix if they take the time to do it. The second issue takes more work to fix right.
The real question is will they ever fix it.
I wish I could create a support ticket on
http://en.cdprojektred.com/contact-support/ but in all my attempts to log in, register, view that page, create a ticket, etc have failed with one kind of error or another. I guess the system is not doing well with the load.
If anyone can successfully register for support, or has a working forum account there, please repost this post and link back to this thread. THANK YOU IN ADVANCE FOR YOUR HELP!