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In the Rock Band games, microphone input stutters and crackles on Linux systems with PipeWire.
Details
mic.webm
Tested on build v0.0.34-17529-e97bfecb with PS3 system firmware 4.91.
Does not appear to be a regression. Issue present back to build v0.0.29-15628-8e4945ab.
Tested with an Audio Technica ATR2100x via USB and a Shure SM58 over XLR with a Focusrite Scarlett Solo audio interface. The issue is noticeable mostly in the loopback audio, but extremely unreliable pitch detection ingame suggests to me that the input itself is being mishandled in some way.
Tested on Cubeb and FAudio outputs, with audio buffering both disabled and enabled from 32ms to 100ms, with timestretch both disabled and enabled at 75% threshold. Also tried 16-bit audio, and all available microphone types.
Logs indicate the sample rate for audio playback and cellMic input are always forced to 48kHz, I would like to have tested this at 44.1, but this does not appear to be a user-facing value that can be changed.
Attempted to test with native PulseAudio instead of pipewire-pulse, but I was not able to find a distro old enough to still ship PulseAudio by default that supported my GPU, and I wasn't interested in breaking my setup by trying to clobber PipeWire and force a Pulse install.
Log attached from my install of Rock Band 3 Deluxe, which has a lot of junk in the log due to DLC being loaded, and also a log from Rock Band 1 with no DLC to cut down on the fluff you have to read through. RB1 presents a crash at the end of the log which always happens when quitting the game, and seems irrelevant.
Quick summary
In the Rock Band games, microphone input stutters and crackles on Linux systems with PipeWire.
Details
mic.webm
Tested on build
v0.0.34-17529-e97bfecb
with PS3 system firmware 4.91.Does not appear to be a regression. Issue present back to build
v0.0.29-15628-8e4945ab
.Tested with an Audio Technica ATR2100x via USB and a Shure SM58 over XLR with a Focusrite Scarlett Solo audio interface. The issue is noticeable mostly in the loopback audio, but extremely unreliable pitch detection ingame suggests to me that the input itself is being mishandled in some way.
Tested on Cubeb and FAudio outputs, with audio buffering both disabled and enabled from 32ms to 100ms, with timestretch both disabled and enabled at 75% threshold. Also tried 16-bit audio, and all available microphone types.
Logs indicate the sample rate for audio playback and cellMic input are always forced to 48kHz, I would like to have tested this at 44.1, but this does not appear to be a user-facing value that can be changed.
Attempted to test with native PulseAudio instead of pipewire-pulse, but I was not able to find a distro old enough to still ship PulseAudio by default that supported my GPU, and I wasn't interested in breaking my setup by trying to clobber PipeWire and force a Pulse install.
Log attached from my install of Rock Band 3 Deluxe, which has a lot of junk in the log due to DLC being loaded, and also a log from Rock Band 1 with no DLC to cut down on the fluff you have to read through. RB1 presents a crash at the end of the log which always happens when quitting the game, and seems irrelevant.
Attach a log file
rb1RPCS3.log
rb3dxRPCS3.log
Attach capture files for visual issues
No response
System configuration
Other details
This issue is known to affect multiple users.
philcunliffe on Issue #13310
tprox on RPCS3 Discord #help
Fewffwa on RPCS3 Discord #help
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