[FIXED]Audio Popping on CGB games
I just noticed a defined audio popping in Oracle of Ages, it is only audible when in the Status subscreens(since the bgm gets turned down).
The continuing development of the legendary VBA gameboy advance emulator.
https://board.visualboyadvance-m.org/
I just noticed a defined audio popping in Oracle of Ages, it is only audible when in the Status subscreens(since the bgm gets turned down).
I must say Blargg, your audio core is the cleanest i've heard, It doesn't even require Interpolation, I hope SNES9x implements your core, Theres an annoying metalic noise present without interpolation, but the interpolation on snes9x is much to heavy. LOL and i know thats totally off topic.
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Taking advantage of the low clicks mode would be a good idea. Though so's your first one, Since VBA is a gba emulator, why not have CGB make use of the GBA sound core? Either one is good.
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VBA already has settings to select between CGB/SGB/CG/SGB2/GBA, but I don't know if that efects the sound as well.
Unfortunately it hasn't helped much, Infact the popping is now easily heard without even raising the pause menu [img]<fileStore.core_Emoticons>/emoticons/mellow.png[/img]/emoticons/mellow@2x.png 2x" width="20" height="20" />, regardless of whether its set to GBA or CGB.
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However, i can't say the same for Links Awakening, which has perfectly clean audio.
This Might be a game specific bug in the main core or something.
I also heard sound pops in the intro of Pokémon Crystal.
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I have attached the wave file.
SVN 631 compile can be downloaded from VisualBoyAdvance631.7z if you wish to investigate Blargg.
I have a GBC and Pokemon Crystal. Where exactly do I need to be for those clicks to happen? The game's battery is dead so I can't go too far...
I have a GBC and Pokemon Crystal. Where exactly do I need to be for those clicks to happen? The game's battery is dead so I can't go too far...
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It would be great if you cold do a recording from your GBC. Just plug a sound cable from your GBC's headphone jack into your soundcard's Line-In or Microphone jack. When using the Microphone jack, make sure Mic boost is disabled. If you don't have such a cable, a simple microphone or mobile phone recording might be enough to determine if the pops occur on real hardware.
Argh, I found the problem. Change gbSound.cpp line 146 from
if ( gbHardware & 4 )
to
if ( gbHardware & 8 )
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BTW, those clicks on Pokemon Crystal very likely occur on CGB hardware as well. Playing on a GBA should eliminate those clicks as well.
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Nice, the clicks in Pokémon Crystal are now gone [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" width="20" height="20" />
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While changing that, I just checked the whole function and found this:
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Gb_Apu::mode_t mode = Gb_Apu::mode_dmg;
if ( gbHardware & 1 )Code: Select all
mode = Gb_Apu::mode_cgb; if ( gbHardware & 8 ) mode = Gb_Apu::mode_agb;
There is a listing in gb.cpp:
Code: Select all
gbHardware = 1; // GB
gbHardware = 2; // GBC
gbHardware = 4; // SGB(2)
gbHardware = 8; // GBA
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So shouldn't the highlighted value be a 2 for GBC instead of a 1 for GB?
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I have a GBC and Pokemon Crystal. Where exactly do I need to be for those clicks to happen? The game's battery is dead so I can't go too far...
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It would be great if you cold do a recording from your GBC. Just plug a sound cable from your GBC's headphone jack into your soundcard's Line-In or Microphone jack. When using the Microphone jack, make sure Mic boost is disabled. If you don't have such a cable, a simple microphone or mobile phone recording might be enough to determine if the pops occur on real hardware.
</div></blockquote>
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Fuck! I have nothing of the sort.
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Lack of money=tehsuck.
OK, then just tell me wether you hear the pops in the intro or not, but only after you have listened to my attached recording and know what I mean.