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Small noises/crackles with Sounds in Super Danganronpa 2 #5538
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I assume the noises are wrong. Is there a demo or anything they reproduce in? It'd help a lot if you could narrow it down to the first available-for-download build that sounded wrong, and the last one that sounded fine. -[Unknown] |
sorry there is no demo forthis game but ill try to narrow it down as soon as possible after I finishing my stuffs to do. |
found the build where it started, it was build 0.9.7.2-32. I am unable to test specific commits from build 0.9.7.2-31 to 23 because it shows "No Build". Here's my test results: |
Okay, maybe someone has this to narrow down more than #5509, because that would help. And no other games reproduce this? The prequel or other games by the developer? I was able to reproduce some problems but only in one game, and I fixed them by improving the resampling... Would help to know what pitch values it's setting. You can try creating and log, and before hand going into developer tools and setting sceSas to debug. -[Unknown] |
It is 1efcebb |
Thanks, what pitch value is it setting though? Is it a high pitch (> 0x1000) or something? -[Unknown] |
CRI Server M D[SCESAS]: HLE\sceSas.cpp:286 sceSasSetPitch(08cf26c0, 6, 1486) |
Hmm. That's actually a low pitch (1486 decimal, less than 4096), which is what most games use... It may use a ton of different pitch values. I just tried forcing that one for a few games, but all of them sounded fine. By the way, let me tell you, Lumines sounds pretty funny with all the background effects slowed down. -[Unknown] |
I'm glad this issue report has been opened, because I think it's affecting Valkyria Chronicles 3 too. Git bisect revealed that the responsible commit is also 1efcebb. Easiest way to detect it in this specific game would be to mute BGM in the game options and compare the "confirmation" SFX in the Main Menu that you can hear after selecting options. It's quite subtle, and requires headphones and/or a quiet environment to pick up, which is why I thought I was imagining things at first. Until I ran both affected/unaffected builds side by side. BGM and PC/NPC voices are also not affected in this game. Some pitch values set from Debug Log Console:-
Rest of log with only sceSAS set to Debug:- Videos showing the difference in audio (BGM has been muted from both in the options to make it easier to focus on the SFX only) Problematic build (notice the additional scratchy noise that accompanies each instance of the the SFX): Previously "correct" sounding build (cleaner SFX): |
I think the sound effects noises was caused by the commit of "sas-minorMore exactness improvements for SAS and VAG" or between build 0.9.7.2-23 to 39?
I am not assuming but I think this commit. If I recall correctly, my last build I was using was build 0.9.7.2-20 or older without noticing the sound effects noises but after I downloaded the latest build: 0.9.7.2-57 that I started to noticed the sound effects noises.
UPDATE:
All sounds were affected by small noises/crackles. Voices and BGMs were unaffected(?)The text was updated successfully, but these errors were encountered: