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Full Version: DSP LLE recompiiler- Millisecond sound delay
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Hello,

I seem to have issues i've noticed recently, after my recent hardware upgrade. When I play games on Dolphin, the games run perfectly, fine @ 30 or 60FPS as should. Despite this however, I've noticed that my games have HALF second delays in sound. An example, is if you do something simple in Mario Galaxy like jump, he'll Jump immediately, but you don't hear the action of the jump until .5 seconds later. I can try something like navigate in options in any game like Xenoblade's opening screen, and the arrow will move immediately to input, but a .5 second delay before a sound is made.

I guess i'm only bothered by this, after looking at a xenoblade scene play out nicely..let's say an explosion. Seeing the explosion was climactic for the occasion, but then "hearing" the explosion a half second later can take you out of the experience.

i'm using:

Core I7 2700k @ 4.6 GHZ
Geforce GTX 570
Windows 7 64 Bit

I'm using Dolphin 3.0 rv. 600 64 bit
DirectX11 enabled
Audio throttle = Off
DSP LLE Recompiler
32000khz
Everything else set to default.

Thanks Smile
Have you tried HLE or 46000khz?
Or DX9?
Yeah, DX9 makes no difference, but HLE immediately works. I wasn't expecting that as a solution, as HLE has broken, absent sound in most games, with Mario Galaxy's music not looping and Def Jam Vendetta missing soundtrack altogether. Is there any other solution?
I suggest to try another audio backend. Try XAudio2 and a different sample rate.
yeah i've noticed this too. Seems to make LLE audio a bit redundant.... LLE works fine, performance wise, for me, but I will wait till this bug is fixed before I use it.
(04-27-2012, 01:35 AM)AndehX Wrote: [ -> ]yeah i've noticed this too. Seems to make LLE audio a bit redundant.... LLE works fine, performance wise, for me, but I will wait till this bug is fixed before I use it.

Yeah, it seems there's no workaround it. It happened with my old computer setup (qx6600 + GTX 460), and now it happens with my new hardware + new mobo.

I just hope the Devs are looking into the issue and aren't writing it off as people being "tedious", you know? .5 second delay for climactic scenes / Rhythm games / and fighting games make a huge difference.
Hey guys, you could try to set Framelimit to "Audio" (also known as Audio Throttle). This should help afaik.
(04-27-2012, 04:22 AM)DefenderX Wrote: [ -> ]Hey guys, you could try to set Framelimit to "Audio" (also known as Audio Throttle). This should help afaik.

aye...didn't fix :/.

There's still a .4 to .7 second delay between your graphic command and the sound that is suppose to be made...thanks for your help though.
(04-27-2012, 05:52 AM)bananaclawz Wrote: [ -> ]
(04-27-2012, 04:22 AM)DefenderX Wrote: [ -> ]Hey guys, you could try to set Framelimit to "Audio" (also known as Audio Throttle). This should help afaik.

aye...didn't fix :/.

There's still a .4 to .7 second delay between your graphic command and the sound that is suppose to be made...thanks for your help though.

Hey, just to update.

It looks like setting from DX11 to DX9 created MUCH less latency on DSP LLE, maybe from .7 second delay to .2 Smile. Now if anyone could find a way to get rid of the popcorn crackle of sound every 3 seconds...

Thanks everyone Smile!

EDIT: WOO, Framelimit to "Audio" and "DX9/OPENGL" did the trick (Except there's random Mario Galaxy Slowdown with DSP LLE). There's Little to No sound latency and crackling has stopped for most games. I ♥ you guys!

Quick question though...which GRAPHIC option gives the best visuals? DX9, OPENGL, or DX11?
Must be the same afaik. Maybe some games look better with another backend, i don't know.

btw: Direct3D9 ist the fastest backend, Direct3D11 the second fastet and the slowest is OpenGL (the software renderer doesn't really count Big Grin)
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