This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Thread Rating:
  • 5 Vote(s) - 4.4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Corpse Party - [NPUH10117]
#61
(04-02-2013, 07:42 PM)valid_user Wrote: Source patch for fixing some/all sound issues in Corpse Party:
http://code.google.com/p/jpcsp/issues/detail?id=347

(It should fix sound playing/looping issues, but someone in this thread also said something about the wrong sound being played and if they were correct, this patch might not fix that)

Is this your patch ?
Can you please provide compiled version of jpcsp so people who don't know how to do that can test Smile

Or provide instruction how to apply that .patch file ? ( ready to use jpcsp would be better ) Smile
Reply
#62
Quote:someone in this thread also said something about the wrong sound being played and if they were correct, this patch might not fix that
don't worry about that part, this bug was fixed in r3081. it was related to the at3 media extractor getting confused if the file it accessed had identical filesize and buffer size as another file it extracted earlier, and treated it as "i already got this file, let's reuse the one i extracted earlier". now that it checks for the file's hash value, that shouldn't happen anymore.
Reply
#63
(12-20-2012, 01:36 PM)hyakki Wrote: r2932
info log with compiler and hle.sceAtrac3plus set to debug.

Might provide info on the audio cutoff issue...
I understand now the audio problem:
Code:
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracSetHalfwayBufferAndGetID halfBuffer=0x09E2EE80, readSize=0x8000, halfBufferSize=0x4E814
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - WAVE format: magic=0x20746D66('fmt '), chunkSize=32, compressionCode=0x0270, channels=2, outputChannels=2, sampleRate=44100, bitrate=16538, chunkAlign=384, hiBytesPerSample=0
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - Additional chunk data: 0E 00 01 00 00 10 00 00 00 00 00 00 01 00 00 00
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - FACT Chunk: endSample=855344, sampleOffset=1675
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - Loop #0: LoopInfo[cuePointID 0, type 0, startSample 0, endSample 855343, fraction 0, playCount 0]
05:30:11  INFO hle.sceAtrac3plus - CWave::MainProc - hleAtracSetData atracID=0, buffer=0x09E2EE80, readSize=0x8000, bufferSize=0x4E814, fileSize=0x4E814
05:30:11  INFO      hle - CWave::MainProc - Decodable AT3 data detected.
...
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData atID=0x0, bytesToAdd=0x10000
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData: AtracID[id=0, inputBufferAddr=0x09E2EE80, inputBufferSize=321556, inputBufferOffset=223252, inputBufferWritableBytes=288788, inputBufferNeededBytes=0]
...
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData atID=0x0, bytesToAdd=0x10000
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData: AtracID[id=0, inputBufferAddr=0x09E2EE80, inputBufferSize=321556, inputBufferOffset=158100, inputBufferWritableBytes=223252, inputBufferNeededBytes=0]
This game is calling sceAtracAddStreamData without calling first sceAtracGetStreamDataInfo to ask where to store the new stream data. It is assuming the stream data is added after the current data, which is the case on a PSP but not on Jpcsp. Jpcsp is not implementing the circular atrac data buffer. This has to be improved.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#64
Hopefully that circular data buffer will finaly fix tactics ogre Smile
Reply
#65
you are on "Corpse Party - [NPUH10117]"...
happy too that this problem is solved.(r3087 and+)

Thanks

edit : I understand now Sad not fix for corpse party... I test on r3090 r3087 and the same problem : BGM loops (instead of 3s now 4s)
one good thing, the voices work perfect now.
Reply
#66
Circular buffer is still not implemented, only once that is implemented looping should be fixed.
Reply
#67
arrrg I haven't understand, sorry I thought that this circular buffer was in r3087 and +.
So Good luck to gid15, sceMp3 and maybe anothers to implement this Smile
Reply
#68
The voices seem to work fine for me all I had to do is set in game text to show all right away and seemed to fix it.
Reply
#69
(04-05-2013, 07:22 AM)gid15 Wrote:
(12-20-2012, 01:36 PM)hyakki Wrote: r2932
info log with compiler and hle.sceAtrac3plus set to debug.

Might provide info on the audio cutoff issue...
I understand now the audio problem:
Code:
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracSetHalfwayBufferAndGetID halfBuffer=0x09E2EE80, readSize=0x8000, halfBufferSize=0x4E814
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - WAVE format: magic=0x20746D66('fmt '), chunkSize=32, compressionCode=0x0270, channels=2, outputChannels=2, sampleRate=44100, bitrate=16538, chunkAlign=384, hiBytesPerSample=0
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - Additional chunk data: 0E 00 01 00 00 10 00 00 00 00 00 00 01 00 00 00
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - FACT Chunk: endSample=855344, sampleOffset=1675
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - Loop #0: LoopInfo[cuePointID 0, type 0, startSample 0, endSample 855343, fraction 0, playCount 0]
05:30:11  INFO hle.sceAtrac3plus - CWave::MainProc - hleAtracSetData atracID=0, buffer=0x09E2EE80, readSize=0x8000, bufferSize=0x4E814, fileSize=0x4E814
05:30:11  INFO      hle - CWave::MainProc - Decodable AT3 data detected.
...
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData atID=0x0, bytesToAdd=0x10000
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData: AtracID[id=0, inputBufferAddr=0x09E2EE80, inputBufferSize=321556, inputBufferOffset=223252, inputBufferWritableBytes=288788, inputBufferNeededBytes=0]
...
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData atID=0x0, bytesToAdd=0x10000
05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracAddStreamData: AtracID[id=0, inputBufferAddr=0x09E2EE80, inputBufferSize=321556, inputBufferOffset=158100, inputBufferWritableBytes=223252, inputBufferNeededBytes=0]
This game is calling sceAtracAddStreamData without calling first sceAtracGetStreamDataInfo to ask where to store the new stream data. It is assuming the stream data is added after the current data, which is the case on a PSP but not on Jpcsp. Jpcsp is not implementing the circular atrac data buffer. This has to be improved.
A draft implementation for the circular buffer is now available in r3096. Could you re-test and post an updated log?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#70
psp 
Hi guys! I think i have found the solution for this sound fix. Smile Altough it doesn't extract the sound files in the tmp folder except that ExtAudio-0.wav file and when the music of the actual area is fully played, it has nothing to play after, but if you walk further, if you continue to another area, the music plays again with no lagging anymore. I tried at 9am, opened the save files from ch1 to ch5. I'm currently using JPCSP v.3098 for win 64, and there's no sound lagging. If you ask for my settings, i will post it. And thanks for the jpcsp team! (oops, this post is a little longer than i expected Blush)
Reply


Forum Jump:


Users browsing this thread: 6 Guest(s)