Closed GoogleCodeExporter closed 8 years ago
By Public Beta do you mean 1.9r2 released by gigaherz a couple months ago? I
just
want to make sure we're both on the same page before I make any assumptions. :)
Original comment by Jake.Stine
on 28 Oct 2008 at 4:41
I can't find the release number, but yes...
I tried both DLLs marked as "Public Beta" with same effects:
First DLL is dated 06 June 08 and has size 290816 bytes...
Second DLL is dated 27 July 08 and has size 295936 bytes...
When I say Intro I mean everything after the phone rings, not prerendered
video...
*phone rings*
-Devi...
-We're clos...
-No pas...
-We're n...
and so on...
Original comment by eliotfur
on 29 Oct 2008 at 8:25
Try messing with those 2 .ini settings:
AutoDMA_Play_Rate_0=0
AutoDMA_Play_Rate_1=0
See if any other values help :)
Original comment by ramapcsx2
on 29 Oct 2008 at 2:11
Tested values 1/1, 10/10, 60/0, 60/60, -1/-1 on Public Beta and Playground
Mod... No
effects... Tried several PCSX2 builds (109, 129, 148, 199, 207) with default
values...
I'm going to test r247 to see if something fixed...
Original comment by eliotfur
on 29 Oct 2008 at 2:32
Ok it sounds like a definite problem in spu2ghz. Now I just have to think of
the
best way to troubleshoot it. :/
Original comment by Jake.Stine
on 29 Oct 2008 at 2:44
Actually this sounds like a very rare problem with some kind of DMA gigaherz
tried to
fix once.
Thats why I recommended the autodma thing..
Well, its definatly a problem with audio streams. That much is clear :p
Original comment by ramapcsx2
on 29 Oct 2008 at 2:51
does the sound plugin handle SPU DMA?
Original comment by cottonvibes
on 29 Oct 2008 at 6:14
Yeah sure :p
It wouldnt work otherwise.
Original comment by ramapcsx2
on 29 Oct 2008 at 6:49
i meant does it handle the actual DMA code, or does it just get sent the
correct
memory information.
because i don't think the GS plugins handle anything with DMA (the DMA code is
done
by PCSX2)
it doesn't make sense for the plugins to handle the code.
Original comment by cottonvibes
on 29 Oct 2008 at 7:26
SPU2 plugin receives DMA management info via the following interfaces:
void CALLBACK SPU2readDMA4Mem(u16 *pMem, u32 size);
void CALLBACK SPU2writeDMA4Mem(u16 *pMem, u32 size);
void CALLBACK SPU2interruptDMA4();
void CALLBACK SPU2readDMA7Mem(u16* pMem, u32 size);
void CALLBACK SPU2writeDMA7Mem(u16 *pMem, u32 size);
void CALLBACK SPU2interruptDMA7();
void CALLBACK SPU2setDMABaseAddr(uptr baseaddr);
So yeah, pcsx does most of the management. SPU just gets reads, writes, and
interrupts.
Original comment by Jake.Stine
on 29 Oct 2008 at 7:44
okay i see.
i might take a look at that later to get more familiar with how pcsx2 interacts
with
the plugin.
Original comment by cottonvibes
on 29 Oct 2008 at 8:29
Since ZeroSPU2 works, my guess is that it's a bug in SPU2ghz somehow. And it
may not
be a DMA thing at all. It could even be something related voice volumes
(misread
register or ADSR bugs). ADSR (volume slideing) in particular is a potential
red flag
anytime something plays in ZeroSPU2 but is silence (or cut short) in SPU2ghz:
ZeroSPU2 pretty well ignores ADSR stuff. So it's an obvious difference between
the
two plugins.
Original comment by Jake.Stine
on 29 Oct 2008 at 8:45
Okay, I've tried DMC1 on r246 +SPU2Ghz r247 with same result...
In other games timing is excellent now nad sound is smooth even with low
latencies...
Original comment by eliotfur
on 30 Oct 2008 at 8:52
Just want to add that it could very well be the counters (or rather iop/ee
timing) as
well.
Original comment by ramapcsx2
on 30 Oct 2008 at 4:22
It doesn't work even in earliest builds, before counters' rewriting...
Original release of PCSX2 doesn't have sound at all... :-)
Original comment by eliotfur
on 31 Oct 2008 at 10:15
PCSX2 r262 and SPU2GHz r264.
Problem is still there...
Original comment by eliotfur
on 1 Nov 2008 at 9:06
Well, more and more hints that dma/irq timing is borked a bit.
WildArms5 may be broken for the same reason.
I also noticed that every game that has the weird sounds (FF12 footsteps for
example)
has the dma misaligned warning.. Could be related.
Original comment by ramapcsx2
on 2 Nov 2008 at 2:49
rama: good find. I'll check the code and see if mis-alignments could cause
other
problems, or if they're being caused by problems in other areas of spu2
emulation.
Original comment by Jake.Stine
on 2 Nov 2008 at 3:03
Original comment by Jake.Stine
on 2 Nov 2008 at 3:04
@rama: Attached is a special build that outputs a little extra information when
those
mis-aligned DMAs occur. I'm just curious to see what exactly is going on when
those
misaligned DMAs happen. Give it a whirrl and paste the console output.
Original comment by Jake.Stine
on 2 Nov 2008 at 4:09
Attachments:
Also, have you turned on the ADMA conlog option and see if these games use auto
DMAs?
I'm looking at the auto dma code right now and it's appearing very suspect to me.
But if these games don't use ADMA then I'll keep looking elsewhere. ;)
Original comment by Jake.Stine
on 2 Nov 2008 at 4:19
Bingo! I think I'm on to something here. I fixed the audio for Soul Calibur
3, and
considering that AutoDMA was *completely* broken, I'm betting a chocolate
eclair that
DMC and FFXII might be fixed too.
Original comment by Jake.Stine
on 2 Nov 2008 at 4:46
Here is my log.
Hope it help. I have enable a few more loggin option because autodma did not
really
show output.
Original comment by Wagnar...@gmail.com
on 2 Nov 2008 at 4:50
Attachments:
@Wagnard: Thanks. Ok, that rules out the fix I just made then since it only
applies
to ADMAs. I'm pretty sure the regular DMA code is solid as a rock, so I'll
check
into those ADSR logs instead.
Original comment by Jake.Stine
on 2 Nov 2008 at 4:57
Im currently compiling. your last commit and gonna check it just in case it
work.
Ill report back in a couple minutes.
Original comment by Wagnar...@gmail.com
on 2 Nov 2008 at 4:58
Nah it didnt work. You just lost a chocolate eclair :P
Original comment by Wagnar...@gmail.com
on 2 Nov 2008 at 5:02
Btw. I think pcsx2 has something broken for the audio because the intro video
have
some repeating song happening each 3-4 sec approx.
ITs like lets-lets rock baby. ( he really say that)
This happen on both Zerospu2 and SPU2Ghz. so My guess its a problem on pcsx2
directly.
Original comment by Wagnar...@gmail.com
on 2 Nov 2008 at 5:07
The intro video uses a separate decoder that might have bugs, yeah.
But the in-game dialog isn't an FMV, and it does work in ZeroSPU, right?
Original comment by Jake.Stine
on 2 Nov 2008 at 5:11
Yes it does. and its not FMV.
Original comment by Wagnar...@gmail.com
on 2 Nov 2008 at 5:11
Ok, just as a recap so I don't get myself confused later on:
* ruled out ADMA, since DMC does not use it.
* IRQ4/7 problems seem unlikely since the code is neither complex nor exhibiting any
problems in most games... and DMC does not perform unaligned DMA accesses like
FFXII
does.
* ADSR is potentially at fault, but I'll need to add more debugging info via a disk
log (since ADSR updates too fast and would flood the console)
Original comment by Jake.Stine
on 2 Nov 2008 at 6:56
You could use the FFX bleeping menu sound (I think its the same bug).
There are areas in the game with no backround music, and when you move around
in the
menu just this single broken sound will be sampled ;)
Original comment by ramapcsx2
on 3 Nov 2008 at 10:09
Btw, this is what your debug build says to FF12:
* SPU2 DMA Write > Missaligned SOURCE! Core: 0 TSA: 0x2808 TDA: 0x100000
Size: 0x20
Original comment by ramapcsx2
on 3 Nov 2008 at 10:13
Oh, whops, wrong issue :p
Original comment by ramapcsx2
on 3 Nov 2008 at 10:13
Okay... In SPU2GHz r292 Intro dialogue works, but slightly out of sync...
However now it shows only black screen right after the intro using PCSX2
r291... It
works in r262 though... Look for errors in the changes since then...
Original comment by eliotfur
on 5 Nov 2008 at 12:17
Should this issue be closed or something?.. ;-)
Good work...
Original comment by eliotfur
on 18 Nov 2008 at 8:59
Just to confirm: it appears the sound cutoff was caused by rounding error on
the ADSR
values. It was the same bug that caused the PS2 logo to chop off prematurely as
well. That was the "major" change in r292, so I have to assume it was the
problem. :)
As for the black screen problems in r291 -- chances are it's the same problem
as Ecco
the Dolphin in Issue 49. Hopefully my next counters revision will fix it. (it
really is lots better than the r291 attempt).
Original comment by Jake.Stine
on 18 Nov 2008 at 9:59
[deleted comment]
This is'nt fix for me here. using rev 334 of the SPU2ghz
Original comment by Wagnar...@gmail.com
on 20 Nov 2008 at 5:42
Original issue reported on code.google.com by
eliotfur
on 28 Oct 2008 at 10:20