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Audio Issues on 3ds #1738

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igotanissueforya opened this issue Apr 4, 2019 · 6 comments
Open

Audio Issues on 3ds #1738

igotanissueforya opened this issue Apr 4, 2019 · 6 comments
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@igotanissueforya
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Please fill in the following fields before submitting an issue:

Name of the game: Yume Nikki, OFF, Space Funeral, more

Player platform: 3ds

Describe the issue in detail and how to reproduce it:

A summary of various audio issues still present in the 3ds port. I'm testing on actual hardware (N3ds)

-Music/FX plays at 2x speed
Playback is twice as fast, pitch is the same as normal, accompanied by frequent 'popping'. Occurs during OFF title screen, and Yume Nikki FC World (I'm sorry I can't post a save as Yume Nikki does not allow on-the-spot saving). I believe this may have to do with the Yume Nikki FC music files being monoaural, because after converting one of the files to stereo the issue went away. The OFF title screen issue is still confusing thouh as it is already stereo to my knowledge. Maybe file type makes a difference?

-SFX repetition
Mostly during battle (attack moves etc) and elsewhere SFX repeat 3-5 times. Seen in OFF Space Funeral, Lcddem, Yume Nikki.

-Sound popping, general glitchness
Many (most) musics and sounds play with crackling and popping, especially when the repeating issue mentioned above occurs in tandem. Some games it is fine (Yume Nikki, Space Funeral), but others it happens almost constantly (Lcddem)

Hope these issues help in the 3ds build, which is almost perfect except in the sound department. I know you guys have a lot on your plate regarding issues so please take your time with these. Thanks for all your hard work on EasyRPG Player!

@carstene1ns
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Thank you for the detailed issue. This is actually a combination of #1275 and #1328. Please use the search next time.
(Keeping this open because it describes specific game locations better)

@carstene1ns carstene1ns added this to the 0.6.1 milestone Apr 4, 2019
@igotanissueforya
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I'm sorry, new to Github and mobile version doesn't have search bar visible. After reading #1275 I can say Yume Nikki's case isn't an .mp3 issue, as the bgm file is .wav

@Ghabry
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Ghabry commented Apr 5, 2019

I wonder if this can be reproduced in Citra, would make figuring this out much easier.

About 2x speed: I remember now that I disabled Pitch changes for 3DS because it added soo much extra stress on the CPU that you got even more buffer underruns (crackling and popping). With Pitch 200 the 3DS must decode twice as much samples e.g., but no idea why I also disabled it for Pitch < 100, will test if this works.

That sound effects play multiple times is strange, they are preconverted to uncompressed WAV and cached and then sent directly to the hardware, which means they cause zero stress on the CPU after the initial load.
Must be a bug in our buffer code.

EDIT:
@igotanissueforya do you have a old or a new 3ds? on New 3DS BGM Pitch should work (= all BGM playback speeds should be correct)

@carstene1ns
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The speed issue happens when we have monaural audio. mp3 and ogg playback are affected at least, opus not (because always decodes stereo). Tested with OFF title scene (original mp3 and converted ogg and opus).
Happens with and without resampler. Either the way we write the buffer is wrong or we need to setup ndsp differently. If nothing else works, we could always send stereo streams to ndsp.

@igotanissueforya
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@Ghabry I use a New 3DS. Pitch shift does work most of the time. By the way, the bgms that were played 2x as fast were not intended to be pitched up/down (in other words, meant to be played 1x)

@Ghabry Ghabry modified the milestones: 0.6.1, 0.7.0 May 5, 2019
@Ghabry
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Ghabry commented Apr 2, 2020

Now that all the audio stuff is fixed we can try to reproduce the SE echo bug.
Havnt encountered it yet though ^^'

@Ghabry Ghabry modified the milestones: 0.7.1, 0.7.2 May 29, 2022
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