Dolphin, the GameCube and Wii emulator - Forums

Full Version: Super Mario Galaxy (1/2) Sound - Needs Developer Feedback
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

yevaman

I'm with you. It will be very great if this bug could be fixe. I wish that some developpers could take a look at that...

(07-25-2010, 06:28 AM)Xtreme2damax Wrote: [ -> ]Indeed..

It would be nice if skid by any chance could at least convince Lord Mark or nakee to at least work on fixing AFC looping. I tried posting my findings on the IRC channel, but my feedback was ineffective at best despite the debugging and testing I did to help narrow down the issue for them.

I tried asking ector for ideas or suggestions regarding how the current AFC looping hack could be fixed to loop AFC audio correctly, I've yet to receive a response back. :/
I am sure that developers might have something else to work on,

however seeing there is some demand on AFC looping related issues (zelda, smg1, smg2 maybe even more). maybe someone could have a quick look at it. it could be an easy fix

yevaman

A quick chat about this problem on doplphin-emu :

[12:58] <Danone> Put ur brain on it ! you can fix ecerythning ! u already fix that viewport problem that was "unsolvable"
[12:58] <Danone> U're the man !
[12:58] <Danone> Smile
[12:58] <NeoBrain> It takes a somewhat huge amount to focus on a particular issue and fix it, so most DSP devs just fix general bugs and hope it fixes anything
[12:58] <NeoBrain> I just worked around the viewport problem ,P
[12:59] <Danone> U did it ! Smile
[12:59] * shork has joined #dolphin-emu
[13:03] * Luis has quit IRC (Read error: Connection reset by peer)
[13:05] <gigaherz> debugging a specific game can be hellish
[13:05] <gigaherz> not just DSP
[13:05] <gigaherz> it's just simpler to wait and see if other games show similar issues you can track down easier Tongue
[13:08] <NeoBrain> yeah, same with dx11 development xD
[13:08] <Danone> this game is 4 years old Smile i'm not optimisic
[13:08] <Danone> the newest smg2 is doing the same Smile
[13:08] <NeoBrain> well, eventually stuff like this will get fixed i guess
[13:09] * Danone is crossing his finger
[13:09] <NeoBrain> Wink
[13:09] <gigaherz> keep them crossed till it's fixed
[13:09] <Danone> sure ! Smile
[13:13] * R4md4c has joined #dolphin-emu
[13:17] <LordMark> Danone: its fixed under LLE
[13:20] <BhaaL> LordMark: you happen to have some up2date profiling results of lle?
[13:21] <BhaaL> played around with codeanalyst yesterday, and apart from some jit places (where i'm stuck right now) and some discio stuff (i couldnt find in the source), i had barely any samples from lle
[13:21] <BhaaL> (besides codeanalyst crashing every now and then when selecting a sample)
[13:21] * lilib has joined #dolphin-emu
[13:21] <LordMark> i have some data for interpreter (they are now new... but that didnt change anyway)
[13:22] <LordMark> lemme find those pix
Yeah looping works fine with DSP_LLE, but DSP_LLE is slow as a snail so there is not much of a point using the LLE plugin yet.
Well I'm at it again trying to experiment a bit and solve the looping issue, managed to get some AFC music to last twice as long in ZTP. Somewhere it hits a certain point in the code and stops looping, not sure what is causing this problem yet.
hm, but music in ZTP has mostly been fixed, hasn't it? For me it only rarely cuts out in cutscenes.
But SMG1&2, of course, scream for being fixed...especially since SMG2 has pretty much the most awesome Soundtrack on the Wii...
Most music, especially the longer music soundtracks only loop once. During the game, AFC music is only used mostly during cutscenes and doesn't cut out as quickly. In the big foyer or room with the chandeliers that you grapple with the hookshot in the last dungeon, there is AFC music that plays. It usually only looped once, but with an edit I managed to get this music to loop twice before stopping.

Another thing, the pb.IsBlank in neXus's v3 patch seems to also cause the music to stop or loop in short samples, if we can find something better than PB.IsBlank or at least fix that part of neXus's v3 patch the music might loop without stopping.
(07-25-2010, 10:27 PM)Xtreme2damax Wrote: [ -> ]Yeah looping works fine with DSP_LLE, but DSP_LLE is slow as a snail so there is not much of a point using the LLE plugin yet.
I'll also mention that the LLE plugin is going to probably always be very choppy for people with slower PC's, even if it gets as fast as HLE. For me, Mario Galaxy rarely goes fullspeed (it goes about half to full randomly). If i use the HLE plugin, the music at least always goes fullspeed, which gives nice music at least. But the LLE plugin will likely slow the music down along with the ingame speed, in order to sync up or whatever. So yeah, even at its best, you'll need a killer rig to enjoy the music...
Well I tried my luck with the HLE plugin, I've gotten close but hit a roadblock every time whenever I get close. I need the help of a developers, someone that can actually code and is familiar with the DSP hardware and DSP emulation. I still haven't received a response from ector, don't know if he is busy or just ignoring me, although I haven't seen him online whenever I'm online. Sad
Are there many developers that actually read and post to these forums? I know Billiard is big on the wiimote stuff and skid is just an all-round cool guy that's active, but I don't see much from the others. Is the active developer team even that big?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17