• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Site › Old Game Discussion (Archive) v
« Previous 1 ... 28 29 30 31 32 ... 126 Next »

Audio in Dolphin
View New Posts | View Today's Posts

Pages (20): « Previous 1 ... 13 14 15 16 17 ... 20 Next »
Jump to page 
Thread Rating:
  • 16 Vote(s) - 3.25 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Audio in Dolphin
08-18-2009, 06:57 AM
#141
Unknownforce Offline
X
****
Posts: 519
Threads: 11
Joined: Mar 2009
(08-06-2009, 07:47 PM)The King Wrote:
(07-30-2009, 08:27 AM)KHRZ Wrote: If it's a bug of audio stopping, that's a bug in all games. (Which makes it more serious though). But I trust that dev who said it's hard to fix, I have no idea anyway.

Can't they "just" make a routine that checks if a backgroundmusic is playing -> if it stops, they simply start it again

I know that sounds simply. I don't even know if this is possible (is there any special sign that specifies a background-music? or any function that checks if it is playing?). Also, I know that if you do this, it would sound a bit strange (the music stops somewhere and starts to play again from the beginning -.-). Even if this would work (is the problem with the stopped music even that it is not playing or is it just getting too quite; or is it something different), what I don't think, it would be more or less a hack and surely not wanted from the devs^^

Damn, I would like to know more about dolphin-emulation (I mean the engineering).

Speaking for Metroid Prime 2... The music doesn't stop, it gets "interrupted" to play other sounds. The perfect example is the main menu, the menu music works, but if you move the stick to make the center selection move, that makes a sound and the music pauses exactly where it is, and then when if you let go of the stick and let it stop, the sound effect stops and the music resumes exactly where it left off. But since there's always sound effects in the game normally, they just sit in like a "queue" you'll notice they play sometimes during the cutscenes (like the transitions between the dark world and the light world, or going up and down elevators)
[Image: Unknownforcesig.jpg]

[Image: 539486.png]

My Dolphin Builds
Find
08-18-2009, 07:02 AM
#142
omegadox Offline
Senior Member
****
Posts: 401
Threads: 17
Joined: Mar 2009
MP2 uses a slightly different AX UCode from most AX games, we need to RE it to really understand the AX it uses.
:: System Specs ::
Operating System: Windows 7 Professional x64
Video Card: ATI Radeon HD 5770
CPU: AMD Phenom I X4 9550
RAM: 6GB DDR2
EXP Index: 999999.999999
Find
08-18-2009, 07:08 AM
#143
KHRZ Offline
Above and Beyond
*******
Posts: 1,527
Threads: 61
Joined: Mar 2009
@unknownforce: This also happens in Pikmin 2. When your Pikmin are carrying a treasure, the background music will get very hacky, like each instrument sound will be cancelled before fully playing. I would think the reason the music doesn't stop completely is because of the Ucode used in Pikmin, Zelda and Mario (Where the music is tons of small clips instead of one sound file, so each small clip starts and then stops instantly.
Specs: intel i5 3570k @ 3.4GHz;
16Gb RAM; Raedon HD 7900;
Win8 64-Bit
Website Find
08-26-2009, 06:02 AM
#144
Supe Offline
Junior Member
**
Posts: 10
Threads: 0
Joined: May 2009
I'll repeat this, but Tales of Symphonia does not have perfect sound. Instruments are missing, be good if you can update the main post with that, so it doesn't come across as if its perfect or anything.

Its playable but by no means really enjoyable.

Tested with a bunch of Dolphin versions, but the last one I worked with was 4012.

EDIT: Also as a side note the textures for inbattle broke somewhere pre 4012, but I'm too lazy to find out where or if its been fixed. Tongue
Find
08-26-2009, 07:09 AM
#145
Xtreme2damax Offline
New & Improved
********
Global Moderators
Posts: 3,135
Threads: 91
Joined: Mar 2009
Resident Evil Remake would be nearly perfect if not perfect on the 32-bit JITIL builds if any of the developers could fix the issue with background music and sound abruptly stopping.

I'm also patiently awaiting sound to be implemented into Twilight Princess Wii, and more sound improvements on Zelda/Mario games.
Find
08-26-2009, 08:25 AM
#146
kernel64 Offline
Core Member
****
Posts: 435
Threads: 8
Joined: Mar 2009
Mario Galaxy would also be perfect if it weren't the bg music stopping after a few minutes.

Rig

*Corei5 3570K *Nvidia 9800GT 1GB DDR3
*Motherboard Asus P8H77M-PRO *Win7 x64
*RAM 8GB DDR3(1600)
Find
08-27-2009, 01:29 AM
#147
darklord
Unregistered
 
hi guys...can you please cheak this out for me
resident evil zero sound fix in the hle sound menu does not work any more in 3841 3903 and so on...Sad
the pervius ver are work good and i have no problem in resident evil sound can you please cheak that.
and why the speed of the new ver of dolphin are lower than pervius one
thanks and sorry about bad english
Big Grin
08-27-2009, 01:48 AM
#148
cmccmc
Unregistered
 
because of new features and jp touching the code lol
08-30-2009, 03:51 PM (This post was last modified: 08-30-2009, 04:10 PM by PodX140.)
#149
PodX140 Offline
Member
***
Posts: 57
Threads: 4
Joined: Aug 2009
Hey, I would like to point out that pikmin is now working nearly perfectly, minor minor hiccups with sound while playing for large amounts of time in a row, but then again, when that happens you can save, load and it works perfectly again.

EDIT: would also take the time to tell all those with wind waker. stop un-checking the item hang fix! just delete the entire damn thing from the code and viola! you have EVEN more sound than before, and you don't have to worry about unchecking/rechecking it. just go into the code and delete it, it will work much better.
Find
09-05-2009, 10:32 AM (This post was last modified: 09-05-2009, 10:33 AM by TheElite.)
#150
TheElite Offline
Junior Member
**
Posts: 5
Threads: 1
Joined: Aug 2009
I'm not sure if this has been reported or not(Haven't checked this entire thread) but Fire Emblem: Radiant Dawn has a few audio issues with the sound effects and sometimes the music doesn't play during the beginning of your player phase until you attack an enemy, doesn't play at all during the beginning of enemy phase until an enemy attacks somebody ,and doesn't play at all for your first turn in the chapter.
Find
« Next Oldest | Next Newest »
Pages (20): « Previous 1 ... 13 14 15 16 17 ... 20 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode