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Tinny Sound When Going from Sub-Menu to Game #142

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GoogleCodeExporter opened this issue Jun 19, 2015 · 46 comments
Closed

Tinny Sound When Going from Sub-Menu to Game #142

GoogleCodeExporter opened this issue Jun 19, 2015 · 46 comments

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What steps will reproduce the problem?
1. Load Game
2. Return to Sub-Menu (where you save/load) using ether Menu on Wii-Mote 
or L+R+X+Y on GCN Controller
3. Return back to game by hitting "Close" button

Next you will notice the in-game sound is Tinny.  If it doesnt happen 
first try, it will on 2nd or 3rd.  

You can make it go away however by returning to Sub-Menu and returning to 
game, but again that can take a few tries.


What version are you using? On GameCube or Wii?  4.0.0


Please provide any additional information below.

To make it simpler, exit game, return to game, tinny sound(doesn't always 
happen on first exit).  Exit game, return to game, try again, try again, 
tinny sound gone.

Original issue reported on code.google.com by wittyman...@msn.com on 5 Apr 2009 at 4:23

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Hmmm, I notice it too...I THINK that if you go the savestate menu (then make a 
save),
the sound issue appears. HOWEVER, I think it goes away if you go into the 
savestate
menu once more (don't make a save) and then back out, but I could be wrong. But 
I'm
pretty sure this issue may be harder to fix than I think it is.

Original comment by nintendo...@hotmail.com on 5 Apr 2009 at 7:45

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[deleted comment]

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There is ALSO a slight buzz noise that occurs when going from game to sub-menu. 

Just thought I would mention it, hope that helps!

Original comment by wittyman...@msn.com on 16 Apr 2009 at 7:11

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Here's something very interesting I recently noticed about the emualtor's sound
issues.....Currently, both Snes9xGX and FceuGC both use similar menu code, 
right?
Now, while they are two different emulators, they both open a menu when you 
press
"Z". On Snes9xGX, when you go to a game, then to the menu, and back to the 
game, the
sound seems to get tinny/raspy (as if it's downsampled to 22000Hz instead of the
normal 32000Hz). However, in FceuGC, when you do the same thing (game to menu 
and
back to game) the sound isn't affected at all. Shouldn't this be the case in 
Snes9xGX
as well? Or is this an issue the HBC developers have to deal with? Or is this an
issues in the Snes9xGX sound code itself? I'm really confused about the whole 
thing....

Original comment by nintendo...@hotmail.com on 23 Apr 2009 at 2:42

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Anyway to pinpoint this issue?

Original comment by nintendo...@hotmail.com on 26 Apr 2009 at 9:08

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Or rather, is this an issues with libogc as a whole and simply cannot be fixed?

Original comment by nintendonerd1889@gmail.com on 28 May 2009 at 7:17

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is this still happening on the latest version? if it's not happening on vba or 
fceu 
it could have something to do with switching between 32khz and 48khz

Original comment by dborth@gmail.com on 1 Jul 2009 at 7:08

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[deleted comment]

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Yeah, it's still happening, so, it could be that one, the .ogg that plays in 
the menu
is 48KHz and two, the Super NES is at 32KHz? And as a result of going back and 
forth,
the sound gets all messed up?

Original comment by nintendonerd1889@gmail.com on 2 Jul 2009 at 10:53

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I also had to switch back and fourth 3 to 4 times from the menu to compare the 
sound. 

Original comment by nintendonerd1889@gmail.com on 2 Jul 2009 at 11:49

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Can anyone else confirm this?

Original comment by nintendonerd1889@gmail.com on 23 Jul 2009 at 3:31

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Do we have any updates? 

Original comment by nintendonerd1889@gmail.com on 10 Sep 2009 at 10:53

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Still doing it with 4.1.2. Kinda annoying but not a super big deal... just have 
to
enter/exit a few times.

Original comment by Jmckutc...@gmail.com on 29 Nov 2009 at 11:40

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The next version of Snes9x wii (I think) will have a new sound core (Blaarg's 
new
core, if I'm not mistaken...*sigh* I can never spell his name right).  

Original comment by nintendonerd1889@gmail.com on 29 Nov 2009 at 3:29

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If I downloaded the source code, the .ogg file sample frequency could be 
changed to
32000Hz instead of 48000Hz. Is that the frequency it's set at? The SuperNES 
sampling
rate is fixed 32KHz and when you go to the menu, it switches to 48KHz (either 
the
game menu or setting menu, the sample rate is 48KHz, even if there's no music 
being
played).  This way, the tinny sound would definitely go away if the change 
could be
made.  Unfortunately, either my ISP is being retarded or some other setting is
preventing me from downloading any of the SVN revisions. At least one of the two
Snes9xWii sound issues could be resolved.  If for some reason I am unable to do 
this,
is there anyone out there that want to put it to the test? 

Original comment by nintendonerd1889@gmail.com on 12 Dec 2009 at 6:55

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Not quite that simple. the sound effects would also need to be changed to 
32khz, and 
libasnd is hard-coded to 48khz. And this is all assuming this IS the problem.

Original comment by dborth@gmail.com on 12 Dec 2009 at 6:59

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Now that Snes9x 1.52 is released, at least the synchronization will be improved 
on
Snes9xGx....

Original comment by nintendonerd1889@gmail.com on 20 Jan 2010 at 12:34

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I should post this here too:

It's a libogc issue, with the audio init code.
the issue is when changing the sampling frequency from 48Khz to 32Khz - libogc 
just 
flips the bit, the SDK does a whole bunch of stuff

power your Wii off for at least a few seconds. then try running HBC via bootmii-
boot2, then "return to system menu". you'll see the same issue.

Original comment by dborth@gmail.com on 1 Feb 2010 at 4:58

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I know it's a libogc issue, but isn't there ANYthing that can be done about 
that? 

Original comment by nintendonerd1889@gmail.com on 2 Feb 2010 at 12:51

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shagkur has graciously fixed this in libogc for us. please test this beta, I 
believe 
it is now fixed. Let me know.
http://tantric.dyndns.org/snes9xgx-fix.zip

Original comment by dborth@gmail.com on 13 Apr 2010 at 5:13

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Your links dead, by the way.

Original comment by nintendonerd1889@gmail.com on 16 Apr 2010 at 9:08

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sorry here it is again: http://tantric.dyndns.org/snes9xgx-beta5.zip

Original comment by dborth@gmail.com on 16 Apr 2010 at 10:40

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[deleted comment]

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I tested Snes9x 4.1.8 (beta 5) for approximately 90 minutes and the sound 
frequency
issue is still occurring (when switching back and forth between the menu and the
game). I'm not doubting that the issue was fixed in libogc, but is there 
something
that I'm not doing right?  

Original comment by nintendonerd1889@gmail.com on 17 Apr 2010 at 9:54

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I confirm this issue still present in 4.1.8

Original comment by nintygaming on 23 Apr 2010 at 5:16

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Yes, and if you go back and look at the SVN, you can clearly see that the issue 
was
reported as being "fixed" in libogc.  Either I didn't read this correctly, or I 
can
be considered a skeptic. I already had to make another issue trying to get 
dborth's
attention.  Seems as though posting THAT was in vain. :-|

Original comment by nintendonerd1889@gmail.com on 23 Apr 2010 at 9:05

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getting my attention won't help get it fixed faster. Nothing I can do to fix 
this, 
and it's a libogc issue I'm sure.

Original comment by dborth@gmail.com on 23 Apr 2010 at 9:14

  • Changed state: WontFix

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So, what was this about? "shagkur has graciously fixed this in libogc for us." 
I'm
confused...

Original comment by nintendonerd1889@gmail.com on 23 Apr 2010 at 10:22

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I thought it was fixed, shagkur hoped it was too, if it isn't, it isn't. sorry.

Original comment by dborth@gmail.com on 23 Apr 2010 at 10:47

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It's okay. Is there a reason why it's noticeable in Snes9x, but not in FceuGC 
and VbaGx?

Original comment by nintendonerd1889@gmail.com on 23 Apr 2010 at 11:35

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probably because snes uses 32khz sound, which is what the actual SNES had too. 
Convenient that the Wii also supports 32khz!

Original comment by dborth@gmail.com on 23 Apr 2010 at 11:50

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Then that would mean FCEUltraGC and VbaGX use a sampling frequency of 44100Hz, 
right?
 If I knew how complex and frustrating this issue would end up becoming, I might have
hesitated bringing it up in the first place.....sorry. :( 

Original comment by nintendonerd1889@gmail.com on 24 Apr 2010 at 1:29

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someone please try this patch: 
http://sourceforge.net/tracker/?func=detail&aid=3110188&group_id=114505&atid=668
553

Original comment by godisgovernment on 16 Nov 2010 at 6:06

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Perhaps someone can try this and let me know if the tinny bug is still present?

http://tantric.dyndns.org/snes9xgx-beta.zip

Original comment by dborth@gmail.com on 16 Nov 2010 at 6:48

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Whoa, didn't even notice this beta release. Will give it a try ASAP. 

Original comment by nintendonerd1889@gmail.com on 25 Nov 2010 at 5:40

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Hmmm.....Looks like it still happens, but maybe not as frequently....? I wish 
other people can test this. Oh, and EWJ2 runs beautifully. 

Original comment by nintendonerd1889@gmail.com on 26 Nov 2010 at 3:31

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Has anyone been able to test this build out?

Original comment by nintendonerd1889@gmail.com on 3 Dec 2010 at 6:50

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atleast part of this issue is asnd's lack of interpolation when resampling non 
32k/48k sample data

Original comment by danialho...@gmail.com on 25 Dec 2011 at 4:01

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I don't think something like this can be fixed; I thought it was an issue with 
libogc in general. 

Original comment by nintendonerd1889@gmail.com on 25 Dec 2011 at 5:10

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