we know.
[Fixed]We really must fix the CGB Audio + States bug
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- Posting Freak
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- Joined: Tue Mar 18, 2008 9:21 am
[Fixed]We really must fix the CGB Audio + States bug
Hi, new member here. I'm sort of having the same problem except that I am having an issue with there being no sound effects when playing my game. The game in question is Golden Sun 2. I was originally playing it on VBA version 1.8.0-beta 3. However when I switched over to VBA-M it ran BEAUTIFULLY except that I had no sound effects to the game at all. Had music, and some sound but mostly no sound effects. Any suggestions on how I can fix this problem? Is it even fixable? Anything else you need to know just ask and I will see what I can do. Thanks!
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- Posting Freak
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- Joined: Tue Mar 18, 2008 9:21 am
[Fixed]We really must fix the CGB Audio + States bug
don't use save states. Golden sun 1 and 2's sound works fine until you load a state.
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- Posting Freak
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- Joined: Tue Mar 18, 2008 9:21 am
[Fixed]We really must fix the CGB Audio + States bug
Blargg, it seems this isn't fully fixed after all, alot of members are posting about sounds/channels being missing upon loading a state.
[Fixed]We really must fix the CGB Audio + States bug
It stopped working after revision 937.
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- Posting Freak
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[Fixed]We really must fix the CGB Audio + States bug
Shuffle2 quietened some warnings around that time.
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in effects_buffer.cpp
Code: Select all
if ( buf->non_silent() && ( buf->echo == (bool)echo_phase ) )
to
if ( buf->non_silent() && ( buf->echo == !!echo_phase ) )
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in Gb_apu_state.cpp
Code: Select all
#define REFLECT( x, y ) (save ? (io->y) = (x) : (x) = (io->y) )
to
#define REFLECT( x, y ) (save ? (io->y) = (x) : (x) = !!(io->y) )
Â
edit
definitely seems to be the changes to Gb_apu_state.cpp
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- Posting Freak
- Posts: 1223
- Joined: Tue Mar 18, 2008 9:21 am
[Fixed]We really must fix the CGB Audio + States bug
Pending any possible rewrite to the code, this has been fixed in 955.