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Emulator Issues #5179

closed

Sound cutting out or not playing at all in Minna no Rhythm Tengoku

Added by danielvieweger almost 13 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
Category:
DSPHLE
% 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

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--------------------------------------

  1. Minna no Rhythm Tengoku (Rhythm Heaven Fever JAP) SOMJ01

  2. Well, sounds are often not playing or stop playing after a few seconds, which shouldn't happen

  3. I recently started using Dolphin (literaly few hours ago) so the problem existed on version 3.0-377 and still exist on the newest one

4)Launching a game, sometimes it'll work on start screen and menu screen, but most of the times it just doesn't wrok everywhere

  1. I'm running it on 64 bit version of Windows 7.

  2. I haven't tried any other games on this emulator, only Minna no Rhythm Tengoku.

Actions #1

Updated by gflas almost 13 years ago

  1. Downgrade to Dolphin 3.0.
  2. In Configurayions, disable Idle Skipping.
  3. In DSP settings change Audio Backend to XAudio2.
    With this, you'll be able to go though the levels until 6th Remix. There are no solution for that yet.
Actions #2

Updated by bastos.eder almost 13 years ago

This workaround doesn't seem to work. I tried all those (and the JIT-IL recompiler, for s&g's) and seemed to have a better result, but the sound issue still exists.

Exiting execution and reloading the game may get you a few more seconds of the title screen music before it cuts out. Oddly, it seems that if you were lucky enough on that particular try to get the title music to play for more than a few tenths of a second, the game will play most music for a reasonable amount of time, but will cut out eventually.

Actions #3

Updated by bastos.eder almost 13 years ago

(US version by the way.)

When I try it on Ubuntu, the issue behaves the same, except I can switch to the AOSound backend, which for some reason slows any game to about half speed. However, at this half speed, every sound plays correctly.

Perhaps a buffer overflow / underrun?

Actions #4

Updated by bastos.eder over 12 years ago

I've noticed in the log, I get the following messages reliably when the music cuts out:

/dolphin-emu/Source/Core/Core/Src/HW/EXI_DeviceIPL.cpp:297 N[OSREPORT]: Wave Sound SamplePos Error (Invalid Loop)
/dolphin-emu/Source/Core/Core/Src/HW/EXI_DeviceIPL.cpp:297 N[OSREPORT]: stopWave()

That's built from git revision 3.0-720-gd344181. Seems to happen on any audio backend on either Windows or Linux. the above workarounds seem to mitigate the issue but eventually the music will cut out.

After cutting out, if you go to some other scene (another level, for example) you will get the music back again for about as long as you had it before. So if you went like 5 seconds with music last time, you'll get about another 5 seconds next time, etc. and it seems pretty random beyond that.

Actions #5

Updated by skidau about 12 years ago

bastos, would you please test r421a75493cd2 with this game and check if the issue still exists?

Actions #6

Updated by bastos.eder about 12 years ago

just built r421a75493cd2 for ubuntu (cannot currently build for windows, sorry) and the issue still exists. Thanks for checking though!

Actions #7

Updated by bastos.eder almost 12 years ago

Along with the various remix crashing problems, this is still present in 3.5

Actions #8

Updated by Billiard26 almost 12 years ago

  • Issue type set to Bug
  • Category set to dsp
Actions #9

Updated by bastos.eder almost 12 years ago

As of the latest git revision, probably to dew with the rewritten ax-hle merge, I'm now able to progress past remix 6 and the sound is more reliable (though it still cuts out sometimes, it seems to more frequently work)

Actions #10

Updated by bastos.eder almost 12 years ago

Sorry - the remix crashing problem was actually resolved by merging something else that has nothing to do with ax-hle. My bad. Even so, the sound is still improved, so progress of some sort is still being made.

Actions #11

Updated by dinkzor8 almost 12 years ago

I'm on Remix 4, and I still can't get past the sound problem!

Actions #12

Updated by Billiard26 over 11 years ago

  • Category changed from dsp to dsphle

I assume this issue is only present with DSP HLE, yes?

Actions #13

Updated by bastos.eder over 11 years ago

As of my last comment, yes, though I have not tried it in a while.

Actions #14

Updated by jacobmp92 over 11 years ago

Tried this yesterday. Yes, it only affects HLE. LLE "works" in that it doesn't ever seem to cut out, it just has a slight sound lag that makes it not a viable option for this game.

Actions #15

Updated by delroth over 11 years ago

  • Status changed from New to Accepted

Could you test 3.5-1155 and report if the bug is fixed or not?

Actions #16

Updated by jacobmp92 over 11 years ago

It does appear to be fixed. HLE now has slight sound lag comparable to LLE now, but that may be problems with my own setup. This bug itself can be closed.

Actions #17

Updated by delroth over 11 years ago

  • Status changed from Accepted to Fixed
Actions #18

Updated by bastos.eder over 11 years ago

As of 3.5-1173 it does appear to be working properly, although I also see significant sound delay now compared to previous versions under HLE. It's not a complete deal breaker and the game is playable, but there is a clear regression (you can compare using the game's rhythm test.)

Actions #19

Updated by Ldinos99 over 11 years ago

I found a fix. i changed the sound to OpenAL, I use HLE and I have all the three options ticked (DSP HLE on thread, Dump Audio, Dolpy pro logic II decoder). Good luck!

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