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Full Version: Audio glitch?
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I am also experiencing this after longer concurrent playtime (approx 90mins+), reproduced the issue as per haddockd procedure on the previous page. Tested multiple builds, using both analog X-Fi and passthrough spdif to a external decoder off the integrated realtek but no difference.

Win7 64bit SP1
i5 2500k 5Ghz
8GB 1600
GTX 570
I've had the exact same issue on ZTP for as long as I've been playing with LLE (which means ever since LLE became playable, somewhere in 6000 or 7000-ish revisions, I can't remember precisely).
I don't remember encountering this issue back when I wasn't using LLE (Dolphin 2.0, SVN 5xxx and early 6xxx). Perhaps this problem appeared the same time LLE became playable. Can't tell for sure though, I haven't been using Dolphin regularly.
Other folks have confirmed this issue on HLE, but I never use it to be honest. I use LLE on all games.
My guess is that the issue has to do with the changes related to New AX HLE or Open AL, since 3.5 stable sounds fine. I can confirm that DKC returns, NSMB Wii and some areas of Zelda SS are affected when using HLE audio and Xaudio 2 backend. After an hour or so, random noise is played non stop. Others report the Bug appears in Matio Party Games also.

As a next step we should test the revisions before New AX HLE or Open AL merge, to find out which one causes the error (most likely the Open AL one).

Last revision before New AX HLE merge was 3.5-33
http://dolphin-emu.org/download/dev/bff0faea2d3afbd3fc9d19f9449f2c31d64a5e3e/

Last revision before Open AL merge was 3.5-228
http://dolphin-emu.org/download/dev/86ee5600dc9f77bfef73f72b09e59ee3823c28a3/

If both revisions sound fine, Open AL related changes are likely the cause. If only the first revision is fine, New AX HLE related changes are likely the cause.
That's not entirely accurate etking. Several folks including myself have been able to reproduce this error in 3.0 and even in builds before that, so it isnt a simple AX-HLE issue...plus it affects LLE as well so that cant possibly be the cause.
Haddockd didn't you get the issue all the back on 2.0 as well? I know I get it before and after the ax-hle merge myself. IT also appears in every game I play from Baldurs Gate to Zelda to ToS(GC)
(03-10-2013, 01:12 AM)etking Wrote: [ -> ]I can confirm that DKC returns, NSMB Wii and some areas of Zelda SS are affected when using HLE audio and Xaudio 2 backend.
...
As a next step we should test the revisions before New AX HLE or Open AL merge, to find out which one causes the error (most likely the Open AL one).

The OpenAL code is not activated if the XAudio2 backend is selected. As you are getting the issue with XAudio2, then it is not the OpenAL backend.

However, the OpenAL code does force the sample rate to 48000. This used to be selectable between 32000 and 48000 before the merge. Does changing the sample rate to 32000 in old builds like 3.0 and 2.0 fix the issue (and selecting 48000 cause the issue)?
I think we are talking about different issues in this thread. The issue in post#1 seems to be the standard HLE behaviour, where games like NSMB Wii, Zelda SS and DKCR and many others occasionally loop audio for a short period of time. This issue is known for ages and might get fixed with the Wii version of new HLE which is not yet implemented.

The other issue mentioned is that random noise is getting played non-stop after around one hour of gameplay in these games which is completely new and started somewhere roughly after 3.0-750 and the Open AL implementation (more testing required to find the exact revision). A potential third issue may be the problems with LLE.

Since the the same games seem to be affected, these issues may be interconnected.

All revisions before 3.0-750 (After more than 40 hours of testing, I can assure that this revision is the most stable and crash-free revision ever) do not have the random noise problem at all in HLE, they just have the old HLE issues mentioned above and run perfectly fine with xaudio2 and a sample rate of 48000.

Unfortunately testing needs a lot of time since the random noise issue sometimes occurs first after hours of game play.
(03-10-2013, 08:55 PM)etking Wrote: [ -> ]The other issue mentioned is that random noise is getting played non-stop after around one hour of gameplay in these games which is completely new and started somewhere roughly after 3.0-750 and the Open AL implementation (more testing required to find the exact revision). A potential third issue may be the problems with LLE.
No. It's much older than that. I've had this issue in 3.0 and even before. Back then I was playing only ZTP and SSBB, I'm 100% sure it happened in these games, at least with LLE (both threaded and not). Can't tell for HLE though.
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