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Emulator Issues #2875

closed

Temporary "parcial" fix for mario galaxy cuting off music, thanks nexus and Xtreme2damax

Added by Ignacio.Farias almost 14 years ago.

Status:
Invalid
Priority:
Normal
Assignee:
-
Category:
DSP
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

copy paste from my last post http://forums.dolphin-emu.com/thread-8385-post-98606.html#pid98606:

i feel that the solution for mario galaxy is near, i can't wait xD.

Ok guys, finally i managed to reproduce the music without cuting off. Now, this is the weird thing, this patch only fix sounds from the begining to the first planet or second, don't remember, aaaHH, yes, when you meet the other princes (the mother of stars?), then the sound start to loop weird again (it must be couse i use last fixv3 from Nexus). Ok that is all, i wish people can help me with this, couse practically, i didn't do alomst anithing to the code, only a few modifications.

To reproduce the same experiencie, this is what i have: Windows 7 x64, with ati hd 5770 and phenom II x2 555 @ X4 @3,8ghz and 4 gb of ram. The main config is dual core, idle skip, lock on theards, lle on single thread eneabled. OpenCL eneabled.

Audio plugin audio throttle is disable.
Video plugin is dx9 all default but eneable efb copy to texture.

Greets and sorry for my poor english, i wish you understand me. CYA

Actions #1

Updated by Ignacio.Farias almost 14 years ago

Aaa, i forgot to mention, i think the main problem with this game, is how update the sample counters for PCM16 audio format. Cya

Actions #2

Updated by Ignacio.Farias almost 14 years ago

Oo the most important thing i forgot to mention, i'm using my compiled version with opencl x64 of the emu at rev 5807M (M is becouse of Opencl?)

Actions #3

Updated by Ignacio.Farias almost 14 years ago

mmmm this may cause loop problems on zelda tp, i can't verify that couse i don't have that game. Plz, somebody check it

Actions #4

Updated by Ignacio.Farias almost 14 years ago

confirmed by xtreme2damax, this patch killed intro music on zelda TP, trying to check right now what happend, i think is for the updatesample59 that i've made for afc decoder and the update sample counter 10

Actions #5

Updated by Ignacio.Farias almost 14 years ago

my error, kill music intro on zelda ww

Actions #6

Updated by Ignacio.Farias almost 14 years ago

guys, i need people to test this patch, couse xtreme told me that killed his audio completely on wind waker. But after that, i've managed to aquire wind waker, and i don't have any glitches (only one, that i think i know how to fix it. It is a glitchy sound that u can hear time to time, but notheing more). Cheers

Actions #7

Updated by luisr142004 almost 14 years ago

dam, all these messages oO, and M is because of Modified :P

Actions #8

Updated by marcel.werner3 almost 14 years ago

yay, even if it's not perfect, yet, I'm glad someone is tinkering on this :D
Have you tried to play not from the beginning but later on? I mean, if without the princess showing up, the loop doesn't happen?

Actions #9

Updated by Ignacio.Farias almost 14 years ago

yes i've tried, but it will loop in short time becouse of last lines in the patch. Today, when i return to home (have to give and exam of estructures of roads, bridges and concrete xD) i'll work on it later. For the moment, i need someone to check music is killed like xtreme told me. You can check his post on dolphins forums. Cheers

Actions #10

Updated by Xtreme2damax almost 14 years ago

The patch royally fecks up Windwaker, and doesn't seem to do much for Mario Galaxy. I have a suspicion that Mario Galaxy is using AFC to loop the music, which doesn't work correctly with DSP-HLE yet.

Both Zelda: Twilight Princess and Mario Galaxy exhibit an identical issue in regards to music looping, samples that are looped by AFC will stop looping after a few minutes of playing. Mario Galaxy seems to rely on AFC more than ZTP, ZTP only uses AFC for cutscenes, intro, cinematic music.

Then again I might be wrong and am probably wrong. There is a way to confirm if AFC looping is responsible, by disabling the AFC looping hack. All I know is ZTP and SMG exhibit almost identical looping issues with DSP-HLE, and looping works correctly for both games with DSP-LLE.

Actions #11

Updated by Ignacio.Farias almost 14 years ago

there is something wrong xtreme with all things. First of all, 0x0010 is only for bgm, so, if you disable afc decoding, it will do anything, but cut off special effects, but bgm will cut off after 1 or 2 loop. So i was checking what is wrong with this thing, then tried with 0x0008 decoder with mario kart double dash, and that format cut off bmg too. So like other peopl say, i'm start o think that the plugin is right, but how it handles size of memory buffer is wrong, and so on mail handling and that stuff. Cya

Actions #12

Updated by mariagoitea59 over 13 years ago

This one works with mario galaxy? i have no music after 2 minutes please anwer me.And tell me how to apply this patch im new in this.

Actions #13

Updated by Xtreme2damax over 13 years ago

No it doesn't, had you read the comments you would have known this. There is no fix for the music looping issue with SMG1/SMG2 yet. However Jack Frost is working on a fix for AFC looping that may also fix SMG1/SMG2, however it may not be done for a while yet.

Actions #14

Updated by skidau over 13 years ago

  • Category set to dsp
Actions #15

Updated by NeoBrainX over 13 years ago

  • Status changed from New to Invalid

If you're still working on this, post patches in the forums instead or ask people on IRC for review. Issue list isn't supposed to be a WIP patch-place.

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