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Emulator Issues #7801

closed

Loading state causes a pulse audio underflow

Added by littlegreendude55 over 9 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
% Done:

0%

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

Description

Game Name?
Super Smash Bros. Melee

Game ID?
GALE01

What's the problem? Describe what went wrong in few words.
Loading a save state causes a pulse underflow which increases latency, however, because it is triggered every state load instead of during normal play it is possible to increase latency until the audio becomes a crackling mess and is delayed by more than a second.

What did you expect to happen instead?
I would expect state loads to not raise latency, at least not infinitely.

What steps will reproduce the problem?

  1. Set the audio backend to pulse
  2. Open a game and create a save state
  3. Load state and check the output log - should say 'pulse audio underflow, new latency: xxxx bytes'
  4. Load state about 20 times for bad audio

Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have
known issues and bugs, so don't report issues about them and test the
latest Dolphin version first.
Which versions of Dolphin did you test on?
2050

Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?

What are your PC specifications? (including, but not limited to: Operating
System, CPU and GPU)
Arch Linux 3.16.6-3-ck
CPU: 3570k
GPU: Nvidia 560ti
Pulseaudio: 5.0

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

Actions #1

Updated by pauldacheez over 9 years ago

  • Status changed from New to Accepted
  • Operating system N/A added

Sounds legit to me. The Linux audio backends aren't nearly as well-tested as the Windows backends, judging from the fact that there's been a known (but unreported) bug in our ALSA backend for forever (see Issue 7729).

Actions #2

Updated by littlegreendude55 over 9 years ago

I've just tested with 4.0-3917 (I was using 4.0-2050 in the report) and it looks like due to even more load state optimizations I can only get the new latency to go up to 69632 bytes which didn't sound too awful to me. I'd suspect that 69632 is a big enough buffer to get audio into it even if a load state occurs.
On slower computers loading state could take longer, so the buffer might become too large like in the report, and an underflow is still triggered up to 69632 bytes.
Still tested on Melee Gale01

Actions #3

Updated by degasus over 9 years ago

  • Milestone set to Current

Sounds like I haven't cared about this case on my pulseaudio rewrite :/

Actions #4

Updated by JMC4789 about 9 years ago

Any kind of quick fix for this that can be merged in?

Actions #5

Updated by JMC4789 almost 9 years ago

Any update on this?

Actions #6

Updated by degasus almost 9 years ago

  • Easy set to Yes

Nope sorry. In my opinion, this is an easy issue. Patches are welcome :D

Actions #7

Updated by degasus almost 9 years ago

  • Easy changed from Yes to No

Sorry, wasn't as easy as expected.

Fixed in PR 2472.

Actions #8

Updated by JMC4789 almost 9 years ago

  • Status changed from Accepted to Fix pending
Actions #9

Updated by degasus almost 9 years ago

  • Status changed from Fix pending to Fixed

Fixed by 4.0-6456

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