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r3088 volume problem - Printable Version

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r3088 volume problem - serio - 04-19-2013

i noticed that since several versions, some games have their sound/music at extremely low value. i narrowed it down to r3088, which apparently was responsible for changing it.

Quote:Improved volume handling in sceAtrac:
- added check on valid volume values
- negative volume means no channel volume change
- SRCChannel has another special volume handling
the game i tried it with was prinny 2. the stereo at3 sound/music in that game became so quiet you can barely hear it. mono at3 still plays pretty loud though.


RE: r3088 volume problem - gid15 - 04-19-2013

Could you post an INFO with these lines added in LogSettings.xml
Code:
<logger name='hle.sceAudio'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
<logger name='compiler'> <level value='debug' /> </logger>
Stop the log while playing one of these sounds with low volume (so that I can find out in the log file which one is causing the issue).

Thank you!


RE: r3088 volume problem - serio - 04-19-2013

2 logs attached, one for the two sound ones, one for compiler.

i wonder if maybe this'll also show the problem that causes sound effects not to play in this game. it was around since as far as i could test (2940, buildbot no longer seems to host anything pre-3000 after the crash).


RE: r3088 volume problem - serio - 04-26-2013

r3127, the music now plays at proper volume.

sound effects still don't play, but that's not really related to this problem since as far as i remember they never played. something else that's probably not at3 related's still not implemented or not fully done yet i guess.

regular logs don't seem to show any info on what type of sound plays (or that anything even tries to play when it should). i can't check what format they are in the game files either, because the sound file's compressed with some non-standard compression unlike everything else.

they do play in ppsspp, though they're very glichy. i wonder if their implementation of whatever format is used for the sounds could help here.