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[PATCH] DSP-HLE Plugin: Zelda TP Intro Music [OBSOLETE]
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[PATCH] DSP-HLE Plugin: Zelda TP Intro Music [OBSOLETE]
06-08-2010, 04:41 AM
#51
StripTheSoul Offline
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well, I guess we're going to have to wait for a new dev who's really into DSP stuff...
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06-08-2010, 07:08 AM (This post was last modified: 06-09-2010, 10:49 AM by Xtreme2damax.)
#52
Xtreme2damax Offline
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I'm not sure, but Lord Mark and nakee seem to be quite the DSP gurus, not sure what is going on..
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06-09-2010, 09:58 AM
#53
rajkosto
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the music in smg lasts quite a bit longer now, but after a while it starts looping forever instead of stopping
06-20-2010, 08:28 AM
#54
sumea
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Thanks neXus.

Even though you speak of all kinds of trouble in your code. It works. I've played 64bit build of dolphin 2.0 with your plugin. And It all works. I cannot say does it slow down emulation generally, but using the JTL or whatnot etc. All works in full speed with my quad core.

Thanks! I've been longing for some Twilight princess for long, and it would not be full without the music. Ironically, in this case, the music does not even cracle, pop nor jump, like in wind waker.
06-25-2010, 11:33 PM
#55
Torin Offline
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Hey guys, i don't know nothing of programming, but anyway, i was giving i try looking at the code of version 3. Y think the error with:

if (pb.IsBlank==1)
{
pb.IsBlank=0;
}

is the part of the IF itself, if i'm correct, and correct me if i'm wrong, this condition return a result that is already calculated by the other void functions, so for an example: If all of calculation and all stuff are calculated at a certain point (and there it produce the error of sound stoping), the the IF condition mentioned before will only repdroduce a short cicle maintained in the "last buffer"? and the sound will loop in short cicles over and over again. So i think pb.IsBlank=0 should be replaced to a function that reset the "sound buffer" and restart calculation of all stuf on the void functions. Like i said before, i don't know anithing of programing, so correct me if i'm wrong.

btw, sorry for my poor english. Bye
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06-26-2010, 07:01 PM
#56
neXus Offline
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Hi everyone

(06-20-2010, 08:28 AM)sumea Wrote: Thanks! I've been longing for some Twilight princess for long, and it would not be full without the music. Ironically, in this case, the music does not even cracle, pop nor jump, like in wind waker.

this was my main intention: to make music better in ZTP and it seems the case (yeah!).
Do you know if the music stops after a certain amount of time like in SMG?

(06-25-2010, 11:33 PM)Torin Wrote: So i think pb.IsBlank=0 should be replaced to a function that reset the "sound buffer" and restart calculation of all stuf on the void functions.

Exactly, I tried a lot to reset the sound at this point but nothing worked. As skid said in post #30 it is certainly a problem with synchronization between CPU and DSP. Or maybe a trigger is missing.
So if anyone knows how to resync both, feel free to post a solution Smile
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06-27-2010, 01:29 AM
#57
Xtreme2damax Offline
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By the way certain sound events trigger the background music to stop in Super Mario Galaxy and Super Mario Galaxy 2, but usually the background music will also stop after looping a couple times.

Even with your improvements to AFC looping for ZTP, the AFC audio that loops will eventually stop looping although it doesn't completely kill the sound like in the past. There's another bug, if you let the intro play through to the second intro, it will kill the music in ZTP. Btw, couldn't the current AFC looping patch of yours be simplified a bit more, not sure if it's the correct way to do things by having the memory addresses within the code.
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06-27-2010, 01:34 AM
#58
StripTheSoul Offline
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(06-27-2010, 01:29 AM)Xtreme2damax Wrote: By the way certain sound events trigger the background music to stop in Super Mario Galaxy and Super Mario Galaxy 2, but usually the background music will also stop after looping a couple times.

I also have the feeling that certain sound events trigger the BGM to stop but maybe there is no relation; I mean, there's always a lot of sound events going on, so it wouldn't be surprising that sometimes the BGM stops fall on one of those events...you know what I mean? Just saying we can't be sure if it's stopped by other sounds.
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06-27-2010, 01:37 AM
#59
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Well I noticed that the big coins with the question mark will almost always trigger the music to stop, as the sling stars, but not always. There seems to be certain conditions that are causing it.
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06-27-2010, 03:13 AM
#60
Torin Offline
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mmm did you intent by bypassing the pcm8 and aplying mute to midis, and see if music doesn't stop?
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