This thread centralizes all the information we have on the 1h30 audio issue. For those not familiar with this issue, quick summary: after around 1h30 of gameplay, Dolphin audio starts glitching and you can hear some static noise on top of the normal audio (example: http://delroth.net/static-issue.wav ).
This bug is extremely annoying and we currently have no work around. It's also very hard to debug because we have to wait 1h30 in order to test anything. To get people motivated a bit more, it was decided that 100€ will be given to the developer who fixes this bug.
We have a potential fix from degasus: please test http://dl.dolphin-emu.org/wips/degasus-d...76+-x64.7z (already reported as working for 1 person)
Confirmed facts about this issue (with a small list of people who confirmed the fact):
Facts to check:
Harder things to do that could help:
If you have more ideas of things to check, please tell me in this thread and I'll add them to this post. If you tested anything that isn't in the "confirmed facts" yet, please post in this thread too. I'll remove any post that confirms stuff already confirmed - they're basically useless.
Thanks to everyone who reported this issue in the past, I hope we'll be able to fix this before 4.0.
This bug is extremely annoying and we currently have no work around. It's also very hard to debug because we have to wait 1h30 in order to test anything. To get people motivated a bit more, it was decided that 100€ will be given to the developer who fixes this bug.
We have a potential fix from degasus: please test http://dl.dolphin-emu.org/wips/degasus-d...76+-x64.7z (already reported as working for 1 person)
Confirmed facts about this issue (with a small list of people who confirmed the fact):
- Happens after 92 minutes, real time (running at 200% speed does not make it happen 2x faster) (tested by: delroth, RachelB, MaJoR).
- Happens with both DSP LLE recompiler, LLE interpreter, Zelda and AX HLE (tested by: delroth, haddockd, JMC).
- The noise can be heard in a Dolphin audio dump but not in a dump done directly at the DSP level, which means the issue is in AudioCommon, most likely in the Mixer (tested by: delroth, RachelB, moosehunter).
- The issue disappears if you save state, relaunch dolphin, and load state (tested by: delroth, JMC).
- The issue happens on Windows, OSX and Linux (tested by: delroth, pauldacheez, Shonumi)
- The issue happens in both SC and DC mode (tested by: JMC and other SSBM netplay people).
Facts to check:
- Does the issue impact DTK music (check with Super Monkey Ball 1, for example - is the music impacted or only sound effects)?
Harder things to do that could help:
- Monitor the time between DSP done interrupt and AI DMA interrupt and make sure it doesn't drift (my current guess for the root cause of this issue).
- Code a homebrew generating a sine wave and capture the waveform at the 1h30 mark so we have a better idea of the nature of the "glitching"
If you have more ideas of things to check, please tell me in this thread and I'll add them to this post. If you tested anything that isn't in the "confirmed facts" yet, please post in this thread too. I'll remove any post that confirms stuff already confirmed - they're basically useless.
Thanks to everyone who reported this issue in the past, I hope we'll be able to fix this before 4.0.