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Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: General Discussion (https://forums.dolphin-emu.org/Forum-general-discussion) +--- Thread: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) (/Thread-super-mario-galaxy-2-problems-with-stage-bgm-and-1st-world-boss-completion) Pages:
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Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - DragonOverCannon - 01-03-2014 I'm on the first world boss, the boss you gotta beat in order to go to the next world. When I beat this boss and obtain the Grand Star, it goes into a Black Screen and stays like that. Also when I first started playing the game on the emulator, there's no stage music. ._. However there is music when I am about to encounter something or rather talking to someone, kinda like when I was talking to Bowser Jr. before fighting the 1st world boss, or when i'm in stage selection (not the ones on the map, the ones inside a "galaxy"). But that's the only time I hear music, the BGM is like totally disabled. (I'm using the latest dolphin emulator) RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - DJBarry004 - 01-03-2014 That´s because you aren´t using LLE audio. LLE audio helps quitting all those audio issues, in exchange of performance since it´s CPU intensive (it´s more accurate). RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - DragonOverCannon - 01-03-2014 (01-03-2014, 05:05 AM)DJBarry004 Wrote: That´s because you aren´t using LLE audio. LLE audio helps quitting all those audio issues, in exchange of performance since it´s CPU intensive (it´s more accurate).But I was using it. o_o RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - Anti-Ultimate - 01-03-2014 That's odd. Right click on the game and check it's properties. Might have changed something there. If that's not working maybe try with DSound instead of XAudio2 RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - DragonOverCannon - 01-03-2014 (01-03-2014, 05:50 AM)Anti-Ultimate Wrote: That's odd. Right click on the game and check it's properties. Might have changed something there. I'mma check now, and this is what my game property setting looks like atm. (01-03-2014, 06:01 AM)DragonOverCannon Wrote:Alright so I checked the DSound, and just like the XAudio2(well I might've not explained this properly)(01-03-2014, 05:50 AM)Anti-Ultimate Wrote: That's odd. Right click on the game and check it's properties. Might have changed something there. But the music plays for alittle while then the BGM completely vanishes. RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - Anti-Ultimate - 01-03-2014 DSP HLE Emulation is checked. Click on it until it becomes a square. RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - DragonOverCannon - 01-03-2014 (01-03-2014, 06:21 AM)Anti-Ultimate Wrote: DSP HLE Emulation is checked. Click on it until it becomes a square.Alright I did that, but then the game's BGM turned all choppy. RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - Anti-Ultimate - 01-03-2014 That's supposed to be like that. Using DSP LLE the sound is synced to the game speed. RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - DragonOverCannon - 01-03-2014 (01-03-2014, 06:26 AM)Anti-Ultimate Wrote: That's supposed to be like that. Using DSP LLE the sound is synced to the game speed.How could I bring up the game speed? And btw how can I get passed the black screen after I beat the 1st world boss? RE: Super Mario Galaxy 2(Problems with stage BGM and 1st World Boss Completion) - pauldacheez - 01-03-2014 LLE fixes that black screen as well as the lack of music – they're actually broken by the same implementation flaw in the Zelda µcode HLE. (LLE on Thread also causes issues for the same reason. Protip: Never do something asynchronously in emulation.) You actually may want to just uncheck "DSP HLE emulation" entirely in SMG's properties so that you don't have to flip the HLE/LLE switch every time you want to play a different game that doesn't require LLE. There's very few known issues with the AX µcode HLE, and it's used in almost every game aside from a handful of first-party Nintendo titles. If you don't like LLE's choppy audio and higher CPU requirement, the OpenAL backend can bandaid-fix the former, and a faster CPU (e.g. an i5-4670K) can fix both problems. Dolphin performance is a pain in the ass, as it usually requires either a bunch of setting changes, overclocking, or outright purchase of new hardware, so, uh, don't take it personally when someone inevitably tells you to get better hardware. |