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Issue 22: Known Bug: when using SPU2Ghz, footsteps are "bleep" sounds in FFXII
2 people starred this issue and may be notified of changes. Back to list
Status:  Verified
Owner:  Jake.Stine
Closed:  Feb 2009
Cc:  ramapcsx2
Type-Defect
Priority-High


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Reported by reach.Ray, Oct 15, 2008
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




Comment 1 by ramapcsx2, Oct 15, 2008
Gigaherz went trough lots of debugging on this issue.
As you can see he couldn't fix it. I doubt we can then :p
Comment 3 by Jake.Stine, Nov 02, 2008
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.
Comment 4 by Jake.Stine, Nov 02, 2008
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.
Comment 5 by ramapcsx2, Nov 03, 2008
Take a look at our group ;)
Comment 6 by chuuey, Nov 03, 2008
if you need that WAV file I'll be happy to provide it~
Comment 7 by Jake.Stine, Nov 03, 2008
@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.
Comment 8 by chuuey, Nov 04, 2008
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=16d215ae540b9bb6ab1eab3e9fa335ca708fb8deb9730bcd
Comment 9 by Jake.Stine, Nov 04, 2008
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.
Status: Started
Labels: -Priority-Medium Priority-High
Comment 10 by chuuey, Nov 05, 2008
haha yeah it's pretty damn hiliarious :D
Comment 11 by Jake.Stine, Nov 09, 2008
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. :/
Comment 12 by hockl...@hotmail.com, Nov 10, 2008
Have fun.
Comment 13 by ramapcsx2, Nov 10, 2008
As I said, this is an old bug Gigaherz tried to fix for ages.
Btw, peops spu2 works as well ;)
Comment 14 by chuuey, Nov 18, 2008
i hope you will manage to find a way to fix this :D ^^/
Comment 15 by gigaherz, Dec 06, 2008
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?).
Comment 16 by ramapcsx2, Dec 06, 2008
Could it be a different sample altogether?
Comment 17 by Jake.Stine, Dec 07, 2008
@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. :/
Comment 18 by reach.Ray, Dec 10, 2008
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 :)
Comment 19 by hockl...@hotmail.com, Dec 10, 2008
That would be piracy reach.
Comment 20 by ptt1982, Dec 10, 2008
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!
Comment 21 by kittycat...@list.ru, Dec 28, 2008
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...
Comment 22 by Jake.Stine, Feb 16, 2009
Omg!  FFXII Bleeps are fixed!  Any revision 480+ over at Pcsx2 Official should be
golden. :D
Status: Verified
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