yes, but in smg 2 loops correctly, and both, smg2 and ztp have sample format 9. hmm can you post a little bit after the last part where it show the afc thing?
Super Mario Galaxy (1/2) Sound - Needs Developer Feedback
|
07-19-2010, 03:34 PM
(07-19-2010, 01:42 PM)Torin Wrote: after passing frame 07, the m_CurBuffer get equal to m_NumBuffers, so after this, the sync progress of all frames is done, so i think we must push a mail with m_rMailHandler.PushMail(DSP_DONE) This sounds logical. Can you code this and make a patch for others to test? 07-19-2010, 03:38 PM
(This post was last modified: 07-19-2010, 03:39 PM by Xtreme2damax.)
The log output from debugging can likely be compared to the code, as mentioned the likely culprits could be the AFC decoder, desyncs, or unsupported mails or ucodes. Then again it might be as simple as a logic error in the code or the code itself, but I don't know how to code so I have no idea.
(07-19-2010, 03:34 PM)skid Wrote:(07-19-2010, 01:42 PM)Torin Wrote: after passing frame 07, the m_CurBuffer get equal to m_NumBuffers, so after this, the sync progress of all frames is done, so i think we must push a mail with m_rMailHandler.PushMail(DSP_DONE) Hmmm i think it should be kinda like this: Code: if (m_CurBuffer == m_NumBuffers) 07-19-2010, 06:14 PM
here's that^ in a patch file
(i think, I'm new to SVN stuff)
E8400 @ 3GHz, 4GB Ram, Gigabyte 275GTX, Windows 7 64-bit
07-20-2010, 12:53 AM
(This post was last modified: 07-20-2010, 12:58 AM by Xtreme2damax.)
Is Mario Galaxy sound and music ever touched by Ucode_Zelda.cpp? There's also two separate occurrences of the same code you are patching by the way. There is one occurrence on lines 206 - 218 and another which you are patching between lines 328 - 340.
07-20-2010, 01:56 AM
(This post was last modified: 07-20-2010, 02:02 AM by Xtreme2damax.)
(07-19-2010, 03:57 PM)Torin Wrote:(07-19-2010, 03:34 PM)skid Wrote:(07-19-2010, 01:42 PM)Torin Wrote: after passing frame 07, the m_CurBuffer get equal to m_NumBuffers, so after this, the sync progress of all frames is done, so i think we must push a mail with m_rMailHandler.PushMail(DSP_DONE) That's not the way to do it, that just totally kills all sound and Music in SMG/SMG2. Another thing, why is there a buggy AFC looping hack to begin with, why not just properly implement AFC looping? I'm sure it would solve most, if not all of the music looping issues so I say it's worth a shot.
hi, i have a feeling that code would'nt work xD, it was some kind if thinking. By your first quest xtreme, yes, it touch that code, cause that code is the "instruction" on how the other files will work, i.e zelda_voice, and so on adpcm, etc etc.
About the afc loop, i could make a RE of it, but i remember i did it once and obtained something similar how the actual code it is, but i'm not sure how the adpcm thing work, because i compared it to the LLE plugin, and they work in a similar thing, not the same, you can search for differences between them. (DSP_accelerator) on dsp core mmm but is difficult you know, as i said before, the afc decoder touch the ADPCM, inside th ADPCM you have like a variable the sample format, wich can be 9 or 5 depending on afc format. The strange thing is that super mario galaxy 2 begining music is in AFC and have a sample format of 9 and it loops correctly, but ztp wich have he same AFC (sample format 9 and that kind of things) the music stop and kill sound xD, so the thing is, why one game works fine looping the very same thing and the other not? |
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)