[Fixed]We really must fix the CGB Audio + States bug

Aquous
Junior Member
Posts: 5
Joined: Wed May 05, 2010 7:45 am

[Fixed]We really must fix the CGB Audio + States bug

Post by Aquous »

Hi,

 

Allow me to illustrate this bug by giving an example. When playing, say, Pokemon Emerald, the game starts beeping whenever your pokemon is low on HP. This works fine when playing has been resumed from the battery file (using the game's normal saving mechanism), but when loading a savestate using F1 this beeping is suddenly gone. Also some background musics, presumably those using a similar type of sound, sound different from what they sound like when playing has been resumed from the battery file. So I guess I can conclude that loading savestate breaks the emulation of a certain type of instrument.

 

If it matters, I'm on Linux.

 

If I'm not making any sense here I'd be happy to upload an example illustrating the problem.

 

Thanks for anything you can do!

Squall Leonhart
Posting Freak
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Joined: Tue Mar 18, 2008 9:21 am

[Fixed]We really must fix the CGB Audio + States bug

Post by Squall Leonhart »

the current save state format does need some updating to fully support the new gbapu.

MaryContrary
Junior Member
Posts: 2
Joined: Fri Apr 30, 2010 10:58 pm

[Fixed]We really must fix the CGB Audio + States bug

Post by MaryContrary »

A little more broadly, certain sounds seem to no longer function.

 

Like in Final Fantasy games, when you buy an item at a store, the cash register style 'chaching' does not sound.

 

It seems like in particular, it is any noise that is brief is gone. Some other sounds seem completely warped, but this might be the same bug. I thought this might be the Declicking filter somehow thinking that those smaller noises were clicks and pops and not regular game noise, but turning off declicking doesn't seem to help, so alas.

 

Thanks for reading, I appreciate all the great work you've done on this emulator

Last edited by MaryContrary on Tue May 18, 2010 3:32 pm, edited 1 time in total.
Squall Leonhart
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[Fixed]We really must fix the CGB Audio + States bug

Post by Squall Leonhart »

force the emulator into gb mode, this will prevent the use of the updated apu for older games.

Squall Leonhart
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[Fixed]We really must fix the CGB Audio + States bug

Post by Squall Leonhart »

just tesed FF, and i get the chaching sound, it might be your buffer length is too long.

MaryContrary
Junior Member
Posts: 2
Joined: Fri Apr 30, 2010 10:58 pm

[Fixed]We really must fix the CGB Audio + States bug

Post by MaryContrary »

I hadn't made the connection between loading save states and the sound, an it turns out that's what's causing it.

 

I really appreciate that you made the effort to check on this though! Thanks!

BgMNt
Junior Member
Posts: 6
Joined: Mon Jul 26, 2010 11:00 am

[Fixed]We really must fix the CGB Audio + States bug

Post by BgMNt »

I have found this problem to be present in svn947. Is there a setting i can change to fix this. Thank you.

Squall Leonhart
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Joined: Tue Mar 18, 2008 9:21 am

[Fixed]We really must fix the CGB Audio + States bug

Post by Squall Leonhart »

no.

mudlord
Senior Member
Posts: 306
Joined: Sun Feb 08, 2009 7:16 am

[Fixed]We really must fix the CGB Audio + States bug

Post by mudlord »

Unless we fix it in the code.

 

I am working on my own multi system emulator atm, which has no ETA, and let alone no sound on GB yet, even though GB is the first system to be emulated with it.

Squall Leonhart
Posting Freak
Posts: 1223
Joined: Tue Mar 18, 2008 9:21 am

[Fixed]We really must fix the CGB Audio + States bug

Post by Squall Leonhart »

hmm, maybe kode54 will look at it if he gets annoyed with sounds missing [img]<fileStore.core_Emoticons>/emoticons/tongue.png[/img]/emoticons/tongue@2x.png 2x" width="20" height="20" />

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