Open therealteamplayer opened 3 years ago
I've done some investigation myself with the source code as well. Though I don't have a great understanding of how it works, I've found that:
gbaAudio.c
are uncommented (only for commit 088cbc5 and prior):
if (channel->isInitial)
{
channel->isInitial = FALSE;
continue;
}
gbaAudio.c
seems to slightly reduce the problem in Mario Advance 2:
int diff = sampCounter - fSampCounter;
if(diff <= -16)
{
// channel->overrunCounter++;
// if(channel->overrunCounter >= 4)
// {
// channel->fifoCount -= 4;
// channel->writeOffset = (channel->writeOffset - 2) & 0xF;
// channel->overrunCounter = 0;
// }
}
Just wanted to note that I was experiencing this with Hamtaro - Rainbow Rescue (EU) earlier, pretty easy to get during screen transitions. Opening the GBARunner menu fixes it but it desyncs again pretty fast.
In certain games, when running using the DSP Audio branch, the two Direct Audio channels seem to become slightly out-of-sync seemingly at random. This produces a weird effect where the stereo image appears to suddenly 'move' around.
Examples: