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"Here" does not give me a lot of infos. What game (if it's Wii, I don't care) are you talking about? Running at 100% speed?
I tried RE2 and RE3; music still cuts every second.

I also can't reproduce the RE2 bullet drop problem on either DSound or XAudio2. I tried multiple points in the game, multiple scenarios (Leon, Claire, Hunk) on both DSound and XAudio2 and couldn't hear that problem. @hyperspeed: maybe it's a problem on your end?

Edit: quick noob question: does 849 contain the latest changes to master, or just those before the branch?

Urquan

Tested Tomb Raider Legends again. Music is now working and sound is working in cutscenes. Thanks, delroth.

However, there is still the issue of crackling and popping. When I originally checked I thought it was running at 100%, but I was incorrect (sorry, delroth). The game is actually running at 110% with 35fps. This is with frame limit set to audio. A thought then occurred to me; the problem lies in the sample rate conversion. It would appear that instead of converting the sample rate (most likely 44.1khz in this case) the HLE is simply adjusting it to 48khz. The difference between adjusting and converting a sample rate is that adjusting make no changes at all to the original sound and simply outputs it at the new rate. This makes the sample speed up if it is upsampled or slow down if it is downsampled. A conversion resamples the entire sound before outputing it. Thus, the sound plays at the original speed.

I did a lot of testing before I reached this conclusion. It is also the same problem that plagues the sound in Xenoblade with AXWii. Basically, the HLE needs a proper implementation of the sample rate conversion in LLE.

Wish I could help more but my background is in music and not programming. I hope this helps you; you've done a great job so far, delroth.
(12-19-2012, 03:27 AM)SLAYER Wrote: [ -> ]@hyperspeed: maybe it's a problem on your end?

Edit: quick noob question: does 849 contain the latest changes to master, or just those before the branch?
The issue with bullet drops only happens here with HLE in XAudio2 when "Speed Up Disc Transfer" is ON, LLE with XAudio2 and HLE with DSound are ok.

Edit: I discovered that the issue with bullet drops in RE2 with HLE + XAudio2 doesn't happen when "Speed Up Disc Transfer" is OFF

@SLAYER, Try reproduce the bullet drop with Speed Up disc transfer ON in HLE with XAudio 2
rechecked it one more time, still can't hear the bullet issue


my settings:
(12-19-2012, 04:23 AM)SLAYER Wrote: [ -> ]rechecked it one more time, still can't hear the bullet issue


my settings:
@SLAYER, Try reproduce the bullet drop with "Speed Up disc transfer" ON, in HLE with XAudio 2, also with Leon Hand Gun, because the S. Machine Gun and Claire Hand Gun doesn't has this problem.

Edit: @SLAYER, I recorded that, when the bullet hits the wall and then the floor. Tongue
I enabled "Speed Up disc transfer", and can hear something wrong now. still it's not as bad as the mp3 you uploaded on page 10. it's a bit better, but not that much:

http://www.mediafire.com/?4ajlu2ao7z0oa1e
I enabled Speed Up disc transfer on an older master revision (3.0-376), and I can hear the issue with HLE (xaudio/DSound) and to a lesser extent in LLE; so I guess this problem is related to the "Speed Up disc transfer" option, not HLE/LLE.

on another note, RE2 seems to crash on newer master using HLE. it could be related to the HLE changes before this branch happened, I'll try to report that in the appropriate place.
(12-19-2012, 04:37 AM)SLAYER Wrote: [ -> ]I enabled "Speed Up disc transfer", and can hear something wrong now. still it's not as bad as the mp3 you uploaded on page 10. it's a bit better, but not that much:

http://www.mediafire.com/?4ajlu2ao7z0oa1e
@SLAYER, they are the same, it's not any better.

(12-19-2012, 05:13 AM)SLAYER Wrote: [ -> ]I enabled Speed Up disc transfer on an older master revision (3.0-376), and I can hear the issue with HLE (xaudio2/DSound) and to a lesser extent in LLE; so I guess this problem is related to the "Speed Up disc transfer" option, not HLE/LLE.

on another note, RE2 seems to crash on newer master using HLE. it could be related to the HLE changes before this branch happened, I'll try to report that in the appropriate place.
I can confirm, bullet drops happens in old builds with both DSound and XAudio2 in HLE. (LLE is ok with both DSound and XAudio2, even with Speed Up Disc transfer ON)


[color=#0000ff]Edit[/color]:
Tested with the [color=#0000ff]new-ax-hle-3.0-852[/color], Metroid Prime 2 sound effects still not fixed.

Quote:Sample of Metroid Prime 2 in HLE with both backends (DSound and XAudio2) still looks like this -> http://delroth.net/mp2-hle.wav?

Sample of Metroid Prime 2 in HLE (DSound and XAudio2) with "Surround" enabled ingame -> http://www.mediafire.com/download.php?7ov8rsdgjhesl0c
(12-19-2012, 03:56 AM)Urquan Wrote: [ -> ]However, there is still the issue of crackling and popping. When I originally checked I thought it was running at 100%, but I was incorrect (sorry, delroth). The game is actually running at 110% with 35fps. This is with frame limit set to audio. A thought then occurred to me; the problem lies in the sample rate conversion. It would appear that instead of converting the sample rate (most likely 44.1khz in this case) the HLE is simply adjusting it to 48khz. The difference between adjusting and converting a sample rate is that adjusting make no changes at all to the original sound and simply outputs it at the new rate. This makes the sample speed up if it is upsampled or slow down if it is downsampled. A conversion resamples the entire sound before outputing it. Thus, the sound plays at the original speed.

I did a lot of testing before I reached this conclusion. It is also the same problem that plagues the sound in Xenoblade with AXWii. Basically, the HLE needs a proper implementation of the sample rate conversion in LLE.
The sample rate conversion is done properly using linear interpolation if the game specifies that this is needed. The DSP always processes sounds at 32KHz internally. This has nothing to do with the audio framelimiter though (which you probably shouldn't be using... no idea why this is even an option).
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