what hack exactly do you mean?
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Super Mario Galaxy (1/2) Sound - Needs Developer Feedback
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07-20-2010, 05:06 PM
xtreme how did you make those logs? because i compiled a debugfast version of dolphin r5919, with mario galaxy, option: debugg, and activated dspmails, dspinterface and hle, and i get only dsp interface logs, and nothing of dsp mails and the other stuff
07-21-2010, 01:26 AM
(07-20-2010, 03:46 PM)Torin Wrote: what hack exactly do you mean? I'm referring to the AFC decoder and AFC looping hack which seem to be responsible for killing the music according to the debug logs. You might need to debug .pdb files in the appropriate directories, just do a search under the dolphin svn source folder for .pdb to find the locations. Place the plugin .pdb's in the plugins folder and the Dolphin pdb in the root of the Dolphin folder where Dolphin.exe is. Is there a way to compile DSPSpy for Windows? I noticed nothing is being dumped to /User/Dump/DSP or /User/Logs/Mail. 07-21-2010, 05:28 AM
Here's a challenge for someone, fix the AFC Looping hack and you fix music in Super Mario Galaxy 1 and 2. I noticed that playing with the AFC Looping Hack affected music in Super Mario Galaxy 2, so if that is fixed, so will looping issues in any game that uses AFC to loop samples.
07-21-2010, 07:34 AM
glad to know that you narrowing down on the problem.
your effort is appreciated. 07-21-2010, 08:00 AM
(This post was last modified: 07-21-2010, 08:01 AM by Xtreme2damax.)
Well I'm trying, I just wish it were the developers that would do this since they know what they are doing better than I, and can actually fix the issue. There doesn't seem to be much love or interest to fix current sound issues, I got tired of waiting so I decided to pitch in and help narrow down the issue with a bit of testing and debugging.
Here is to hoping a developer that is familiar with the DSP will take note and fix AFC looping with this information, but perhaps I might just be getting my hopes up for nothing. :/ I say it's worth it, that will at least knock off sound bugs for a few games that are known to have issues with AFC looping. 07-21-2010, 11:46 AM
(This post was last modified: 07-21-2010, 12:15 PM by Xtreme2damax.)
Yeah, I mentioned that buggy AFC looping was the issue with music in SMG2..
Here was the response: Quote:Lord Mark >> nowai It seems I was just mocked, but whatever, at least I am actually trying and making an effort to narrow the issue down. I'm convinced AFC looping is the issue according to what I've tested so far, and messing with the AFC looping hack also affects the music in SMG2, however I wasn't able to fix looping from what I've tried so far. It would be nice for these issues with sound to finally be fixed and closed now that there is a better idea what is wrong, it's been about a year and long overdue. 07-21-2010, 01:20 PM
You weren't mocked. He is saying SMG uses 16bit PCM sound (a different format) and therefore cannot be affected by AFC looping.
07-21-2010, 02:38 PM
(This post was last modified: 07-21-2010, 02:48 PM by Xtreme2damax.)
Sorry, I have a habit of misunderstanding and misinterpreting things, but that doesn't seem to be the case for SMG2..
So far AFC looping seems to be the issue for SMG2 at least, the output I posted above as well as tinkering around with the code for the AFC looping hack has concluded this so far. But isn't it possible that SMG2 could use PCM16 sounds for certain sounds and music throughout the game unrelated to the affected music, but use the AFC decoder for looping of the music that is affected? Sorry if I'm a bit incoherent, it's late, I'm tired, I have a headache and am typing in the dark with only the light of my monitor. http://forums.dolphin-emu.org/thread-10800-post-103373.html#pid103373 That is what the game is doing or trying to do when the music stops looping, it appears to be related to the AFC decoder which doesn't correlate with what Lord Mark mentioned about only PCM16 sound being used. |
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