in smg 2, starting music, sound effects and i think another bgm is on afc format, but all the other bgm are in pcm16, that is a known thing. For smg 1, all bgm is playing under pcm16, and sound effects and some voices are played by afc format. I'll try to debug the thing that you told me of using the dbuggging plugins, and see what happen with smg 1, ooh, and read my msg. Greets
Super Mario Galaxy (1/2) Sound - Needs Developer Feedback
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07-21-2010, 05:32 PM
Here is a further test, apply neXus's AFC Looping Patch v3 from the following thread:
http://forums.dolphin-emu.org/thread-8385.html Music shouldn't cut out as quickly, but it will start looping the same samples over and over after a while then silence. 07-21-2010, 05:46 PM
Let's not forget, not all BGM in SMG2 seems to be of the same sound format. There are some levels (like the Yoshi running level) and those bonus stages where the music kicks back in and plays all through.
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07-21-2010, 05:53 PM
(This post was last modified: 07-22-2010, 01:12 AM by Xtreme2damax.)
But everything else seems to be using AFC to loop samples, despite the claims that these games are using PCM16 instead. Apply neXus's v3 patch, music lasts much longer, but samples will start looping over and over after a while in SMG2 and then eventually silence. I just found that it also works for SMG1 as well, so it seems that might also use the AFC decoder to loop samples.
07-22-2010, 01:59 AM
and here we go again... patch v3 only repeat the last save from buffer, and it will become to zero by the "for" function, if you understand the code you will know that. And again, afc does nothing to do with pcm format, they are different in all way.
07-22-2010, 02:13 AM
I know it has nothing to do with PCM16, but this means that AFC is being used to loop audio samples, and it isn't *just* the PCM16 format that is being used as previously thought. If it was just the PCM16 format being used, tinkering with the AFC looping hack would have no effect on SMG/SMG2 music, but since it does it is clear that AFC is being used in some way to loop music.
Also when using that v3 patch, after a while the samples will loop over and over until a new sound event. Once the new sound event is encountered whether it is dying, encountering a boss, progressing to a new area the music will go silent. I'm sure if AFC looping is fixed, that music in SMG/SMG2 would also be fixed, but after almost a year of these issues it seems the developers show no interest in fixing the AFC music looping issue even though it could fix a handful of games. :/ The current AFC looping hack can likely be fixed or tweaked that music loops correctly, I wonder if any developer or coder would be interested in doing this? 07-22-2010, 02:20 AM
sorry for being abit naive here, but is AFC looping done in one function.
or is it bunch of asynchronous callbacks, that are hard to track 07-22-2010, 04:00 AM
Well I managed to no make samples loop over and over, the music still lasts quite a bit longer but eventual silence.
Quote:pb.IsBlank = 0; When pb.IsBlank = 0; music loops in short samples until eventual silence. pb.IsBlank = 1; works better and doesn't loop samples over and over, music lasts longer but will go silent after a while. I'm tinkering with neXus's v3 patch to see if there is anyway that can be adjusted or tweaked to fix the issue. Skid, it would be nice to know if you have any ideas regarding what could bee wrong with the looping code. 07-22-2010, 04:09 AM
(07-22-2010, 02:13 AM)Xtreme2damax Wrote: I know it has nothing to do with PCM16, but this means that AFC is being used to loop audio samples, and it isn't *just* the PCM16 format that is being used as previously thought. If it was just the PCM16 format being used, tinkering with the AFC looping hack would have no effect on SMG/SMG2 music, but since it does it is clear that AFC is being used in some way to loop music. That is right, BUT only and only for AFC samples format. Right now, i'me just cheking with the tips of the debugging plugins you gave me, to test SMG1, but i can't find something strange, the mails seems to work fine and the adress of memory too. 07-22-2010, 08:23 AM
Ucode_Zelda_SMG_Voice.patch (Size: 3.36 KB / Downloads: 138) I slightly modified neXus's v3 patch, changes are at the bottom of the patch file. Other things contained in the patch file include the Windwaker intro fix. Music in Super Mario Galaxy should last longer, long enough to finish anywhere from around 3/4 - 1 1/2 galaxies before the music quits. I've been at it almost the whole day trying to figure this out, perhaps the next person who takes a crack at it can actually code and fix the buggy AFC looping hack, I didn't have much luck. |
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