sifadil / pcsx2-playground

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Known Bug: when using SPU2Ghz, footsteps are "bleep" sounds in FFXII #22

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
1) Did the game ever work correctly (i.e. not have this problem) on the
Official PCSX2 build or an earlier version of PCSX2 playground? 
(If so, please specify the latest pcsx2-playground or Official revision
that last worked.)

Yes, the footstep sounds are produced correctly in two other plugins,
Zero's SPU2 and Peops.

2) What steps will reproduce the problem?
1. Select SPU2Ghz
2. Play FFXII
3.

3) What is the expected output? What do you see instead?
Expected: footstep sounds
Actual: Goofy bleeping sounds

4) What version of the product are you using? On what operating system?
Pcsx2 PP rev 185, Vista Ultimate X64

5) Please provide any additional information below.
I know this is a known bug, thought an issue might help keep track of the
progress of fixing it

Original issue reported on code.google.com by reach....@gmail.com on 15 Oct 2008 at 11:39

GoogleCodeExporter commented 8 years ago
Gigaherz went trough lots of debugging on this issue.
As you can see he couldn't fix it. I doubt we can then :p

Original comment by ramapcsx2 on 16 Oct 2008 at 12:25

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Revised: A possible culprit here may be related to DMA misaligned writes, since 
FFXII
seems to generate those.  Either via the writes themselves or some broken emu 
code
that isn't keeping proper track of DMA write positions.

Original comment by Jake.Stine on 2 Nov 2008 at 6:58

GoogleCodeExporter commented 8 years ago
Also I'd really benefit from having a dump of the game that allows me to 
troubleshoot
the glitch directly or, at the very least, a wav-dump of the audio so that I 
can hear
exactly what this "bleep" sounds like.  Get me one of those two things and I can
actually start working on this bug in earnest.

Original comment by Jake.Stine on 3 Nov 2008 at 12:47

GoogleCodeExporter commented 8 years ago
Take a look at our group ;)

Original comment by ramapcsx2 on 3 Nov 2008 at 9:43

GoogleCodeExporter commented 8 years ago
if you need that WAV file I'll be happy to provide it~

Original comment by chuuey@gmail.com on 3 Nov 2008 at 6:56

GoogleCodeExporter commented 8 years ago
@chuuey:Yes, that would be useful.
I got a dump of the game but I'm having trouble making it work right.  So in the
event I can't make it work I'd still at least like to hear what it is it's 
doing.

Original comment by Jake.Stine on 4 Nov 2008 at 4:44

GoogleCodeExporter commented 8 years ago
ok here's the like to the file with the audio, compressed in Xvid, sound is PCM 
uncompressed just in case of any problems with viewing, at least the sound will 
be 
hearable :p

http://www.mediafire.com/?sharekey=16d215ae540b9bb6ab1eab3e9fa335ca708fb8deb9730
bcd

Original comment by chuuey@gmail.com on 4 Nov 2008 at 10:05

GoogleCodeExporter commented 8 years ago
LOL .. omg.  eheheh.  People kept saying it was really annoying but no one 
mentioned
how hilarious it sounds.  Hoho.. ho.. huh.. My sides hurt.

Ok that's totally something else then.  Like.. wow.  It's playing the wrong slot
sound entirely or something.  Thanks for the upload.  I'll keep you posted.

Original comment by Jake.Stine on 4 Nov 2008 at 11:18

GoogleCodeExporter commented 8 years ago
haha yeah it's pretty damn hiliarious :D

Original comment by chuuey@gmail.com on 5 Nov 2008 at 8:10

GoogleCodeExporter commented 8 years ago
Update: No luck yet.  I spent some hours tracing code and everything looks ok 
when it
comes to *playing* the sample.  Now I have to think "maybe it's not uploading 
the
samples into memory right?" -- I'm probably going to build a version of 
ZeroSPU2 that
dumps a complete DMA/Register log like spu2ghz does and compare them... line.. 
by.. line.

Because since zerospu2 works, somewhere will be the answer in that log.  I 
hope. :/

Original comment by Jake.Stine on 10 Nov 2008 at 4:21

GoogleCodeExporter commented 8 years ago
Have fun.

Original comment by jfre1...@gmail.com on 10 Nov 2008 at 8:36

GoogleCodeExporter commented 8 years ago
As I said, this is an old bug Gigaherz tried to fix for ages.
Btw, peops spu2 works as well ;)

Original comment by ramapcsx2 on 10 Nov 2008 at 8:44

GoogleCodeExporter commented 8 years ago
i hope you will manage to find a way to fix this :D ^^/

Original comment by chuuey@gmail.com on 18 Nov 2008 at 10:27

GoogleCodeExporter commented 8 years ago
Hey jake, just as information, if you start a new game, and walk into the water 
to
your left, the "steps on water" sound fine. So no, it's not playing the wrong 
one
(unless the whole dma is "shifted" some bytes, and it plays the wrong data, but 
then,
wouldn't all the sounds be wrong?).

Original comment by gigaherz on 6 Dec 2008 at 12:24

GoogleCodeExporter commented 8 years ago
Could it be a different sample altogether?

Original comment by ramapcsx2 on 6 Dec 2008 at 2:03

GoogleCodeExporter commented 8 years ago
@gigaherz: I thought that too, but I pretty well confirmed that the address it's
playing is correct. Or well, the mechanism of specifying a sample address is so
simple that it's not conceivable that it somehow works for everything else but
doesn't work in this one case.  I traced through everything that FF12 does while
managing it's sounds and nothing was in the least bit unusual.  It was all just
standard sample kicks and volume adjustments.  Additionally, the code for all 
that
stuff is almost line-for-line matching Peops and ZeroSPU2.

On the other hand, DMA code is somewhat complex by comparison, and very 
different
from the Peops/Zero code.  So logically I have to think that's the "smart" 
place to
look for the problem.  But yeah, I haven't a clue what in the DMA code could be
wrong, and how it could just cause one sample here or there to blow up, but eh..
seems a lot more probable cause than the playback code. :/

Original comment by Jake.Stine on 7 Dec 2008 at 5:46

GoogleCodeExporter commented 8 years ago
Jake, I'm very glad to see you have taken an interest and have started to work 
on
this issue. I can send you a copy of my game if you need for testing, let me 
know :)

Original comment by reach....@gmail.com on 10 Dec 2008 at 12:52

GoogleCodeExporter commented 8 years ago
That would be piracy reach.

Original comment by jfre1...@gmail.com on 10 Dec 2008 at 1:32

GoogleCodeExporter commented 8 years ago
I noticed that with PEOPS/Zero plugins the save menu (menu after choosing Load 
Game 
from the main menu) sounds are different than with SPU2ghz. The "choose menory 
card" 
sound does have a different ring to it, when you compare it to other sound 
plugins. 
Maybe it has a connection to the silly walking bleep sound. There are also lots 
of 
areas in the game that sounds normal when you walk, only the "hard ground" 
areas 
bleep or beep. I'm not sure if this helps at all... Good luck finding the 
problem!

Original comment by ptt1...@gmail.com on 11 Dec 2008 at 12:09

GoogleCodeExporter commented 8 years ago
I've found that in the Rule of Rose starting video (PAL version) after 5-6 
minutes 
(which sound almost perfectly) all the sound suddenly degrade into 
beeping/hissing 
noise and after a minute or two the emulator just hangs (but the last noise 
tone 
remains). Actually when playing this noise the plugin respects the volume 
changings 
(at least it looks like it). This maybe related to this issue and feels like 
it's 
about buffer over/underflow (just a wild guess). I'd upload video if it will 
help 
but I dont know how to capture it (fraps doesnt seem to capture sound and will 
only 
work for 30 seconds in shareware mode). (r504, WinXP64, DSound mode).
If any further digging is required, I'll be happy to...

Original comment by kittycat...@list.ru on 28 Dec 2008 at 5:38

GoogleCodeExporter commented 8 years ago
Omg!  FFXII Bleeps are fixed!  Any revision 480+ over at Pcsx2 Official should 
be
golden. :D

Original comment by Jake.Stine on 17 Feb 2009 at 1:42