Here is a sample:
https://youtu.be/PhLvkf_ugyc
EDIT:
Interesting notice,
If i underclock the CPU, the sound loops fine Until it is able to keep 60fps.
Meaning 59 and below is Fine.
I didn't expect this, i thought that Anything above 30fps would cause the issue at some scale.
This is inconsistent, it makes no sense why nothing makes the issue until you hit precisely the double speed (or well the normal speed in this scenario though).
It can't be a fixed buffer that is the issue, nor can it be a timer or the issue of the function being called too often.
Or... Perhaps there is a window it has to hit to loop as long as there is no calls or something that happens After 50% of the time,
that would explain the looping, as the loop cuts of the first part of the audio, so i guess it only plays the last 50%?
Hmm, well this doesn't help me at all haha XD
EDIT2:
Okay done a ton of debugging, i could backtrack to the function which always run when a new audio starts, (or a place within a function to be correct).
And i saw that in 60fps, constantly within a certain timeframe it would "start a new audio" hence why the audio supposed to loop resets.
Now i just thought it occured in Very few selected audio, and this May be the case in the sense that it's onyl noticed in those.
However, i noticed that when doing nothing and just having the background noise, this function would Not be called in 30fps (as long as i didn't do anything).
But in 60fps it would constantly be called within a timeframe once again (Probably the Background wind, but Very hard to even notice as it's basically just a constant noise).
Whatever the case is, Something forces it to reset at 60fps, at least now i know that it's probably not the actual Sound itself, cause i thought it was 2 functions that used those kind of looping sounds that were the issue.
So it must be something deeper down the core i guess. (Or it's just the Wind, Vacum and GameBoy Horror that use this specific loop sound functionality, which i have no idea how it even differs from normal sound)
If anyone has Any idea or know how Gamecube works on this stuff etc please do tell, i know next to nothing so i have no clue at all what to even look for
https://youtu.be/PhLvkf_ugyc
EDIT:
Interesting notice,
If i underclock the CPU, the sound loops fine Until it is able to keep 60fps.
Meaning 59 and below is Fine.
I didn't expect this, i thought that Anything above 30fps would cause the issue at some scale.
This is inconsistent, it makes no sense why nothing makes the issue until you hit precisely the double speed (or well the normal speed in this scenario though).
It can't be a fixed buffer that is the issue, nor can it be a timer or the issue of the function being called too often.
Or... Perhaps there is a window it has to hit to loop as long as there is no calls or something that happens After 50% of the time,
that would explain the looping, as the loop cuts of the first part of the audio, so i guess it only plays the last 50%?
Hmm, well this doesn't help me at all haha XD
EDIT2:
Okay done a ton of debugging, i could backtrack to the function which always run when a new audio starts, (or a place within a function to be correct).
And i saw that in 60fps, constantly within a certain timeframe it would "start a new audio" hence why the audio supposed to loop resets.
Now i just thought it occured in Very few selected audio, and this May be the case in the sense that it's onyl noticed in those.
However, i noticed that when doing nothing and just having the background noise, this function would Not be called in 30fps (as long as i didn't do anything).
But in 60fps it would constantly be called within a timeframe once again (Probably the Background wind, but Very hard to even notice as it's basically just a constant noise).
Whatever the case is, Something forces it to reset at 60fps, at least now i know that it's probably not the actual Sound itself, cause i thought it was 2 functions that used those kind of looping sounds that were the issue.
So it must be something deeper down the core i guess. (Or it's just the Wind, Vacum and GameBoy Horror that use this specific loop sound functionality, which i have no idea how it even differs from normal sound)
If anyone has Any idea or know how Gamecube works on this stuff etc please do tell, i know next to nothing so i have no clue at all what to even look for
