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Emulator Issues #3266

closed

Mario Kart Double Dash Music Problem

Added by eliezerfigueroa over 13 years ago.

Status:
Duplicate
Priority:
Normal
Assignee:
-
% 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

I am playing Mario Kart Double Dash and everything works just fine. However the background music stop after lap 2 on every game. Only the background music stop. All of the other sounds keep working just fine.


Related issues 1 (0 open1 closed)

Is duplicate of Emulator - Emulator Issues #1998: music in Mario Kart: Double Dash stop after a whileDuplicate

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Actions #1

Updated by nitro322 over 13 years ago

FYI, I encountered this problem as well running an SVN build checked out on 09/27/2010. It works quite well otherwise.

Actions #2

Updated by frango0010 over 13 years ago

It's a known issue.... Dunno if anybody is looking into it... Might have some relation to the SMG music, which also stops after a while....

Actions #3

Updated by eliezerfigueroa over 13 years ago

Does it happen in every game or just in some games?

Actions #4

Updated by MofoMan2000 over 13 years ago

If you've ever played a mario kart game, you know the music changes when you start lap 3. It's probably a problem with that transition.

Actions #5

Updated by frango0010 over 13 years ago

eliezerfigueroa, I'm not a developer or anything like that, but as far as I read, different games use different uCodes (microcodes) to reproduce the audio on the dsp, and not all of these variety of uCodes are currently working 100%, so, while most games (at least most of those I own) will run with the audio just fine, some of them will be lacking something, or have a glitch or even have no sound at all (issue 3244), so, don't worry about it, not all games have audio issues and, in due time it will all be solved.

Actions #6

Updated by Xtreme2damax over 13 years ago

This is likely another game that will benefit from the rewrite of the AFC code to fix AFC looping. So far I have listed the following games as having problems with AFC looping:

Mario Kart Double Dash
Wario World (Possibly AFC and light ucode)
Super Mario Galaxy 1/2 (AFC/PCM16?)
Zelda Twilight Princess

With the LLE plugin it should work fine, although LLE is way too slow and audio frequently crackles and pops for it to be usable yet.

Actions #7

Updated by nitro322 over 13 years ago

I spent some time testing this, and noticed something odd: not only does the background music stop playing during a race, but once it does it no longer plays at all for the duration of the game session. Ie., when starting the next race, or even the next new game, no music plays at all. Mario Kart must be exited and restarted for the music to play again, and then the problem repeats.

The music seems to stop playing after the first playthrough of the track. That is, it'll stop before it begins the second loop. This seems to happen usually on the second lap, but it is NOT caused by the music change between the second and third laps as suggested by MofoMan2000 (though that was a good suggestion worth checking).

Of course, I have no idea why it behaves like this, but I hope the additional information will be helpful for troubleshooting.

Actions #8

Updated by nitro322 over 13 years ago

Ack, Xtreme2damax, I think you nailed it. I didn't see your post before submitting mine (started typing a while ago, but was interrupted).

Out of curiosity, is there a separate bug related to the AFC looping issue you describe? I'd be interested in following it. If not, would it maybe make sense to create a bug specifically for that, rather than having separate Game Issue bug related to the same root problem?

Actions #9

Updated by Xtreme2damax over 13 years ago

Yes plenty of reports, I was even helping with nailing the issue with SMG1/SMG2 on the Dolphin forum in a thread or two. All games exhibit the same issue, music stops looping after a while and only a restart will get the music working again and the issue repeats.

AFC isn't properly implemented in the HLE plugin, it seems like at the end of the loop the ucode is trying to access a specific address in the GC/Wii ram, buffer the remaining samples and restart the loop. For some reason the HLE plugin fails miserably with this.

Jack Frost was rewriting the AFC code but hit a snag so it is going to take a while. Looping works fine with the LLE plugin, but LLE is quite a bit slower than HLE and requires two files to be dumped from your Gamecube or Wii.

I may not be entirely correct with my explanation of the issue, which is probably inaccurate or totally wrong. :P

Actions #10

Updated by eliezerfigueroa over 13 years ago

nitro322 I agree with your findings! I have the same behavior!

Actions #11

Updated by NeoBrainX over 13 years ago

  • Status changed from New to Duplicate
Actions #12

Updated by canvasboi almost 13 years ago

i have this problem too, what can i do?

Actions #13

Updated by mickamartel almost 13 years ago

you should choose the LLE audio plug-in which requires two files to run : http://forums.dolphin-emulator.com/showthread.php?tid=3823

Actions #14

Updated by wespipes69 almost 12 years ago

So...what was the point of that? You didn't bother reading the thread or the merged thread did you?

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