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Emulator Issues #6085

closed

fIfo-bp merge causes sound to cut out when not at full speed.

Added by bgtsetso over 11 years ago.

Status:
Won't fix
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

Have you searched the issue tracker for a similar issue?
yes

Game Name?
Resident Evil 0,1,3, probably other games which don't run at full speed

Game ID?

What went wrong?
besides all the good things introduced with the merge of fifo-bp branch in master it also caused the issue that if a game does not run at full speed (e.g. runs with 27 FPS instead of 30 FPS) this causes intermitent sound cutouts which either get worse if FPS drops further or get better if FPS increases.

What did you expect to happen?
Sound should synch with video stream instead cutting out

What steps will reproduce the problem?
Start a game with performance issues and use recent build

What version of Dolphin were you using?
dolphin-master-3.5-646-x64

64 or 32 bit Dolphin?
64

What version of Dolphin used to work?
any version before the merge

What Operating System were you using and what are your hardware
specifications?
Win7 x64, AMD Radeon HD5850, 8GB RAM, AMD Phenom II X4 925

64 or 32 bit Operating system?
64

Any other relevant information or links to logs:

Actions #1

Updated by tommyhl2.SS over 11 years ago

Are you using Vbeam with the RE games that need it and which audio backend are you using with those?

I think ideally you should be using VBeam and OpenAL audio.

Actions #2

Updated by allanliu87 over 11 years ago

in my own testing, 0 and 1 need xaudio2 and vbeam, 3 should be smooth but the beginning of the game leading to the factory scene will be slowed no matter what setting.

Actions #3

Updated by skidau over 11 years ago

  • Status changed from New to Won't fix

The audio in the RE games works quite differently to most games. This is why there were a lot of audio problems specific to these games. They use a streaming buffering technique similar to how YouTube plays videos, by sending the audio as needed.

The OpenAL backend can timestretch the audio to minimise the audio cutting out but there is not much we can do beyond this. The issue exists because of how the Resident Evil developers chose to code their game.

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