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Full Version: The 1h30 audio issue mystery
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(07-09-2013, 06:13 AM)delroth Wrote: [ -> ]
(07-09-2013, 02:45 AM)moosehunter Wrote: [ -> ]Edit: The 1:30 crackling is gone in the build Degasus posted.
\o/

I think degasus still wants to work on that fix though - improving the resampling and maybe adding sound stretching at the same time. Could some more people confirm that degasus' build fixes the problem?
Been playing Zelda SS on that build and the audio is still fine on LLE when before it went into a horrible static mess. Fi said playtime is 1h 50m.
EDIT:Over 2h playtime and the main audio stayed fine I did notice a drop in the audio quality on the wiimote speaker tho.
Finished a 120 minute run. Absolutely no desynching. Random static pops but those arent a big deal.

Is there a way to keep the lost static and bring back the audio synch for all the sound effects like in the first fixed build?
(07-09-2013, 10:57 AM)haddockd Wrote: [ -> ]Finished a 120 minute run. Absolutely no desynching. Random static pops but those arent a big deal.

Is there a way to keep the lost static and bring back the audio synch for all the sound effects?
Can you test a master build now? After I tried degasus' build with the desynced audio, master builds have had the same problem. I have no clue what could be causing it, but it seems somewhat suspicious that it would start happening after using degasus' build, and that you're reporting the same problem. Yes, I know it seems impossible that running one build would affect another, but I can't think of anything else that changed.
Do you mean like 3.5 or any build after degasus' build (3.5-15 something or other)?

Update: Using 3.5 and 3.5-1388, I have no delay issue. Are you sure you arent using the OpenAL backend on those builds? Also did you overwrite the degasus build with a downloaded copy? Perhapsd a fresh download in a new location could help Smile
degasus's fix involved implementing timestretching in AudioCommon, thus every backend now sounds like OpenAL (and OpenAL itself is temporarily broken).
degasus, it seems you may have solved it! A BIG thanks to you!

I couldn't live with myself if I didn't add a comment though. Having none of the sound effects match up with the game really takes away from the experience (this is why I never used OpenAL, because of the lagging sound effects).

(07-09-2013, 07:31 AM)degasus Wrote: [ -> ]Do you think sound stretching should be optional?

I would prefer that it be optional, please Smile
And I want to say thanks to delroth & moosehunter: You tracked down the issue to a single file with 200 lines. You did more work on debugging this issue than me :-)
Absolutely! delroth, you made a dream of mine (one which I have had for nearly 8 months) come true. Thanks to you and moosehunter for that Smile

degasus,

I plan on using 1576 (the build with no time stretch) until an official build is released, but do you anticipate making time stretch optional?
Surely we could find some way to stop the desync without completely removing the timestretch.
Perhaps I am not using the effects by their proper names and I apologize for that. What I was hoping for was to get rid of the static but have the sound effects matching up with the game's visuals (like any previous build using XAudio or DSound). I thought the reason for the desynch of the sound effects was due to the time stretch. Smile
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