| 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 |
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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 |
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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 |
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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. |
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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. |
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Nov 03, 2008
Take a look at our group ;) |
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Nov 03, 2008
if you need that WAV file I'll be happy to provide it~ |
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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. |
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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 |
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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 |
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Nov 05, 2008
haha yeah it's pretty damn hiliarious :D |
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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. :/ |
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Nov 10, 2008
Have fun. |
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Nov 10, 2008
As I said, this is an old bug Gigaherz tried to fix for ages. Btw, peops spu2 works as well ;) |
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Nov 18, 2008
i hope you will manage to find a way to fix this :D ^^/ |
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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?). |
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Dec 06, 2008
Could it be a different sample altogether? |
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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. :/ |
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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 :) |
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Dec 10, 2008
That would be piracy reach. |
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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! |
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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... |
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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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