Nope, this is not Wii only at all - I'm interested in all AX HLE issues, GC or Wii. I'm interested in audiodumps for the ToS issue as well.
New AX HLE v2 testing thread
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(04-01-2013, 02:25 AM)delroth Wrote: I only get this issue when "DSP on Thread" is checked. Can you make sure it's unchecked in your DSP configuration window? Yeah I am sure. I just try running it with DSP on thread on to see if there is difference, it seems sligthly worse, at one point even one note or two were off. With it off, only these small bumps/crackling occur (04-01-2013, 02:29 AM)delroth Wrote: Nope, this is not Wii only at all - I'm interested in all AX HLE issues, GC or Wii. I'm interested in audiodumps for the ToS issue as well. Ok, I will upload TOS dumps as well Ok here is Iselia music in 3.5-1100 master: https://soundcloud.com/rpglord/dolphin-3...os-town-of Here is same music in 3.0-842: https://soundcloud.com/rpglord/dolphin-3...os-town-of And here is Tos OST 03 Old Familiar Scent of Iselia on youtube: http://www.youtube.com/watch?v=T6kyOUkJ0A0 Now, am I just beeing crazy or 3.0-842 sounds more accurate ?
Ok, something really crazy is happening here !
You can ignore previous links regarding Tos issue - they sound exactly the same ! It seems once .wav file is uploaded to soundcloud.com, issue is fixed ! How crazy is that ? Here is the same file, uploaded to soundcloud, and .wav file uploaded to sendspace When played in Windows Media Player, it sounds exactly like in Dolphin, which I think is wrong. When played on soundcloud, it sounds correct ! https://soundcloud.com/rpglord/audiodump-tos http://www.sendspace.com/file/28qh74 I guess soundcloud is doing some kind of encoding which fixes the issue... Or maybe this is some issue on my pc ? Also regarding Last Story - issue is fixed when using "Audio" option for framelimit. I guess "Auto" option is still not compatible with new AX HLE... 04-01-2013, 11:24 AM
I just tested resident evil 3 and the game's BGM and effects sound near perfect. Never imagined the game's audio would be fixed. Thanks Delroth fantastic work!
All the Mario Party games do not have music stop issues, fixes several posted issues on the matter. I will see if it fixes the (unreported because of old HLE) Audio crashes in Mario Super Sluggers.
Amazing job, can't wait for merge to Master! Update: The issues in Mario Super Sluggers from the old HLE are resolved as well. Seems to fix the game crashing during homerun animations, too! Update2: The Smashboards Dolphin Users also report that it fixes HLE in Netplay with Dolphin as well; making it impossible to desync in single core even when trying! I tested this out for myself with the worst possible scenarios. 4 Ice Climbers, two humans, two AIs, over the internet, even with pausing the emulator at one point, it held tough. Mario Party 4, 5 and 6 also all worked without any desyncs through entire matches. Update3: We uploaded a video of one of the Smash Sessions: https://www.youtube.com/watch?v=u-p3I3I7p70 04-01-2013, 08:17 PM
delroth, just in case you missed it, since it was added to another post, Last Story issue is fixed by using "Audio" option for framelimit
04-02-2013, 02:18 AM
Delroth, great work on this branch but I've found some good and some bad. Here are my initial testing inputs:
General observation: With Accurate VBeam on, sound is complete s**t unless you put DSP on dedicated thread Resident Evil Remake GC: Basically perfect AFAICT. Reverb present and seems to match hardware, tick-tocks of the clock in the dining room don't seem to get dropped ever Guitar notes in the save room also don't seem to get dropped ever Resident Evil 0: Much improved over old HLE, I do experience stutters due to not 100% frame rate Skies of Arcadia Legends: Nothing sticks out as very awful, will test more Xenoblade Chronicles: Crackling at the main menu, even with 100% speed Crackling (but less) in-game when at 100% speed (go to tephra cave) Bad news on Zero 4 / Fatal Frame 4: Sound is almost completely missing, but seems to work mostly correct on LLE I'm playing with an image made from directly integrating the English patch into the Japanese ISO Will report more when I know more, and if you want I can get samples of what I do know about. 04-02-2013, 02:21 AM
Accurate VBeam emulation is full of hacks, I'm not planning to fix anything related to it (it's mentioned in the first post).
The Fatal Frame 4 issue is probably the same as the EA games issue. This Xenoblade Chronicles issue you report is weird, nobody else mentionned it in this thread. Can you try setting framelimit to "audio"? 04-02-2013, 02:54 AM
(04-02-2013, 02:21 AM)delroth Wrote: Accurate VBeam emulation is full of hacks, I'm not planning to fix anything related to it (it's mentioned in the first post).Wow fast reply, I'm impressed. I know you mentioned about accurate vbeam, I just mentioned it so others don't scratch their heads like I did for a few minutes. About FF4, ok I'll re-read the posts about the EA games. I think I tried frame limit audio on Xenoblade, will try again anyway. The crackling is VERY slight, nothing game breaking but you said you wanted all issues reported. One suggestion: can you make a list of possible problematic settings (and your suggestions) users should be aware of during testing? For example, accurate vbeam, dsp on dedicated thread, maybe idle skipping, frame limiter, audio backend, etc. This would IMO be very helpful as more people start testing more games. It could go in the first post. Great work on this branch btw, I was praying for a long time for the devs to take interest in sound, which until now has been one of the weak points of dolphin. I wish my software skills were good enough to contribute. |
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