einstein95 / snes9x-gx

Automatically exported from code.google.com/p/snes9x-gx
1 stars 0 forks source link

Super Mario Kart sound glitch #655

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Playing two player game on Super Mario Kart
2.
3.

What is the expected output? What do you see instead?
Player 1 and 2 should have full sound of kart, picking up icons, firing shells 
etc.

Unfortunately, player 2 seems to be "muted" so no sound when firing weapons, 
skidding round corners etc.

Does this issue occur on SNES9x for Windows 1.52? If so, please report the
issue on the Snes9x forum.

What version are you using? On GameCube or Wii?
4.2.7 on Wii.

Are you using the official build (from the downloads page or auto-update)?
Yes.

Please provide any additional information below.

Original issue reported on code.google.com by ninten...@widata.co.uk on 21 Apr 2011 at 10:35

GoogleCodeExporter commented 9 years ago
Okay, I know exactly what you're talking about; player one uses one audio 
channel for sound effects (I think it's the left) while player two uses the 
right audio channel when sound effects are used. In other words, Player One = 
Left channel  Player Two = Right channel. Just to make sure, every other game 
you play on snes9xgx outputs audio correctly, right? Did this particular issue 
happen in version 4.2.6 as well or just with .2.7? 

Original comment by nintendonerd1889@gmail.com on 21 Apr 2011 at 2:38

GoogleCodeExporter commented 9 years ago
*if* there is a bug here, it's in the emulation code. this is just a port - I 
don't touch the emulator.

Original comment by dborth@gmail.com on 21 Apr 2011 at 3:27

GoogleCodeExporter commented 9 years ago
Perhaps reporting this to the official Snes9x Team would be more productive. 

Original comment by nintendonerd1889@gmail.com on 21 Apr 2011 at 4:07

GoogleCodeExporter commented 9 years ago
Oh, and a random question, why did I see a recent SVN change regarding SPU 
Audio sync?  I thought Snes9x used the already-super accurate Blaarg S-DSP 
code. 

Original comment by nintendonerd1889@gmail.com on 21 Apr 2011 at 4:08

GoogleCodeExporter commented 9 years ago
that's not audio sync, it's me syncing to the Snes9x code. as in, this: 
https://github.com/snes9xgit/snes9x/commit/c9cb2724d9a878b12e60209835b5029f7ee05
483

Original comment by dborth@gmail.com on 21 Apr 2011 at 4:37