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Coded Arms Contagion music stops playing in few seconds #13773

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Panderner opened this issue Dec 16, 2020 · 13 comments
Open

Coded Arms Contagion music stops playing in few seconds #13773

Panderner opened this issue Dec 16, 2020 · 13 comments
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Atrac3+ Issue involves sceAtrac features.
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@Panderner
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Panderner commented Dec 16, 2020

There's a bug where Coded Arms contagion music stops playing immediately in few seconds:

Here's a Log:

FMOD Streame E[ME]: HLE/sceAtrac.cpp:571 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7

After Stopped playing music. The music will start playing again.

@Panderner
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Here's a video:
Screenrecorder-2020-12-16-14-14-47-421.mp4.zip

@Panderner Panderner changed the title Coded Arms contagion music stops playing in few seconds Coded Arms Contagion music stops playing in few seconds Dec 16, 2020
@sum2012
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sum2012 commented Dec 17, 2020

v1.10.3-1330-g73da378ef log:
https://gist.github.com/sum2012/2261ff5a3b769a17d9864cd98d6bcff9
This kind of thing I only know hack,don't know correct fix

@sum2012 sum2012 added the Atrac3+ Issue involves sceAtrac features. label Dec 17, 2020
@sum2012
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sum2012 commented Dec 18, 2020

Real PSP log:
https://gist.github.com/sum2012/c2d7bbc87594f88f00d8a13b39126ba4

PPSSPP log:
34:17:523 FMOD Streame D[ME]: hle\sceatrac.cpp:1318 00000000=sceAtracDecodeData(2, 08472b84, 09fafa18[00000400], 09fafa1c[00000000], 09fafa10[175])
34:17:523 FMOD Streame D[ME]: hle\sceatrac.cpp:1587 0=sceAtracGetRemainFrame(2, 09fafa14[000000af])
34:17:523 FMOD Streame D[ME]: hle\sceatrac.cpp:1664 0=sceAtracGetStreamDataInfo(2, 09fafa00[084863f0], 09fafa0c[00010770], 09fafa04[000317a0])
34:17:523 FMOD Streame D[ME]: hle\sceatrac.cpp:1138 0=sceAtracAddStreamData(2, 00010770)
34:17:523 FMOD Streame I[ME]: hw\mediaengine.cpp:87 FF: Sound Unit id != 0x28.
34:17:523 FMOD Streame I[ME]: hw\mediaengine.cpp:87 FF: Frame decoding error!
34:17:523 FMOD Streame E[ME]: hle\sceatrac.cpp:571 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
34:17:523 FMOD Streame D[ME]: hle\sceatrac.cpp:1318 80630024=sceAtracDecodeData(2, 08496bb0, 09fafa18[00000000], 09fafa1c[00000001], 09fafa10[0])

Real PSP log:
00:44.414 FMOD Streamer thread - sceAtracGetRemainFrame 0x2, 0x09FAAE14(0xB0) = 0x0
00:44.432 FMOD Streamer thread - sceAtracDecodeData 0x2, 0x8472B84, 0x09FAAE18(0x400), 0x09FAAE1C(0x0), 0x09FAAE10(0xAF) = 0x0
00:44.451 FMOD Streamer thread - sceAtracGetRemainFrame 0x2, 0x09FAAE14(0xAF) = 0x0
00:44.467 FMOD Streamer thread - sceAtracGetStreamDataInfo 0x2, 0x09FAAE00(0x8475C50), 0x09FAAE0C(0x107A0), 0x09FAAE04(0x21000) = 0x0
00:44.488 FMOD Streamer thread - sceKernelCreateThread 0x08BF5D40('FMOD async FILE thread'), 0x8AD4108, 36, 0x1000, 0x0, 0x0 = 0x421C55D
00:44.506 FMOD Streamer thread - sceAtracAddStreamData 0x2, 0x107A0 = 0x0
00:44.528 FMOD Streamer thread - sceAtracDecodeData 0x2, 0x8496BB0, 0x09FAAE18(0x400), 0x09FAAE1C(0x0), 0x09FAAE10(0x15E) = 0x0
00:44.547 FMOD Streamer thread - sceAtracGetRemainFrame 0x2, 0x09FAAE14(0x15E) = 0x0
00:44.568 FMOD Streamer thread - sceAtracDecodeData 0x2, 0x8496BB0, 0x09FAAE18(0x400), 0x09FAAE1C(0x0), 0x09FAAE10(0x15D) = 0x0

@sum2012
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sum2012 commented Dec 18, 2020

I try to seek data when AddStreamData
sum2012/ppsspp@061a598
Fix this but break Code Lyoko Quest for Infinity USA
13:00:089 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1318 00000000=sceAtracDecodeData(0, 08a7dc4c, 09fb7aa8[00000363], 09fb7aac[00000000], 09fb7abc[0])
13:00:120 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1664 0=sceAtracGetStreamDataInfo(0, 09fb7ab8[08a5c8a0], 09fb7ab4[00000230], 09fb7ab0[0000dd94])
13:00:156 ATRAC3 play N[ME]: HLE\sceAtrac.cpp:1103 bufferState_ 5
13:00:156 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1138 0=sceAtracAddStreamData(0, 00000230)
13:00:156 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1587 0=sceAtracGetRemainFrame(0, 09fb7abc[00000001])
13:00:156 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1664 0=sceAtracGetStreamDataInfo(0, 09fb7ab8[08a5c440], 09fb7ab4[00000460], 09fb7ab0[0000dfc4])
13:00:156 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1318 00000000=sceAtracDecodeData(0, 08a809d8, 09fb7aa8[00000363], 09fb7aac[00000000], 09fb7abc[0])
13:00:188 ATRAC3 play N[ME]: HLE\sceAtrac.cpp:1103 bufferState_ 5
13:00:189 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1138 0=sceAtracAddStreamData(0, 00000460)
13:00:189 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1587 0=sceAtracGetRemainFrame(0, 09fb7abc[00000002])
13:00:189 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1318 00000000=sceAtracDecodeData(0, 08a81764, 09fb7aa8[00000363], 09fb7aac[00000000], 09fb7abc[0])
13:00:206 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1664 0=sceAtracGetStreamDataInfo(0, 09fb7ab8[08a5c440], 09fb7ab4[00000690], 09fb7ab0[0000e424])
13:00:256 ATRAC3 play N[ME]: HLE\sceAtrac.cpp:1103 bufferState_ 5
13:00:256 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1138 0=sceAtracAddStreamData(0, 00000690)
13:00:256 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1587 0=sceAtracGetRemainFrame(0, 09fb7abc[00000003])
13:00:256 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:1318 00000000=sceAtracDecodeData(0, 08a7e4f0, 09fb7aa8[00000363], 09fb7aac[00000000], 09fb7abc[1])

Both games atrac->bufferState are same ATRAC_STATUS_STREAMED_LOOP_FROM_END

This game 's modify log: https://gist.github.com/sum2012/2aad7ad43751cb6f4314416506578e56
Need @unknownbrackets correct fix

@hrydgard hrydgard added this to the v1.12.0 milestone Dec 18, 2020
@sum2012
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sum2012 commented Dec 19, 2020

I find a better way,but I need more people test

@sum2012
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sum2012 commented Dec 19, 2020

I find another bug from real psp log........

01:09.063 FMOD Streamer thread - sceAtracDecodeData 0x2, 0x8496BB0, 0x09FAAF18(0x400), 0x09FAAF1C(0x0), 0x09FAAF10(0xFFFFFFFD) = 0x0
01:11.115 FMOD FSOUND_NONBLOCKING thread - sceAtracSetLoopNum 0x2, 0x0 = 0x0
01:11.137 FMOD FSOUND_NONBLOCKING thread - sceAtracDecodeData 0x2, 0x846D980, 0x09FA8328(0x81), 0x09FA832C(0x0), 0x09FA8320(0x15D) = 0x0

full log: https://gist.github.com/sum2012/e1447637c2ca7780b3c7423082256195

@sum2012
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sum2012 commented Dec 20, 2020

@Panderner
test build 1
https://drive.google.com/file/d/1lnQJLZxc2t6CbsPInsNqDYzzvNFLCMi9/view?usp=sharing

Can you test whether any game regression of music ? Thanks

@Panderner
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Panderner commented Dec 20, 2020

@Panderner
test build 1
https://drive.google.com/file/d/1lnQJLZxc2t6CbsPInsNqDYzzvNFLCMi9/view?usp=sharing

Can you test whether any game regression of music ? Thanks

Sorry @sum2012 that build is only for 64-bit version of windows, I don't have a PC.

@sum2012
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sum2012 commented Dec 20, 2020

In my modify version,
In the third round ,the remain frame of sound is few than real psp 1,
that mean I cannot directly "atrac->loopStartSample_ - atrac->FirstOffsetExtra() - atrac->firstSampleOffset_"

@sum2012
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sum2012 commented Dec 21, 2020

My build test regression of Castlevania X Chronicles [ULUS10277]
edit add:Brothers Conflict Passion Pink ULJM06066
EDIT2 add: Saru Getchu PipoSaruRacer ( UCJS10032)
Original looping is okay.
I seem to need hardest change

@hrydgard hrydgard modified the milestones: v1.12.0, Future Aug 23, 2021
@Panderner
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I tried #13793 test build for my pc here's a mp3 recorded at the title screen:
recording.zip
but we need real hardware testing.

@Panderner
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Here how it sounds like recorded on Jpcsp:
Jpcsp Audio.zip

@NirYeF
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NirYeF commented Nov 7, 2022

This game also runs too fast when you compare it to actual hardware (vita or psp).
It's supposed to be a 20-30 FPS game but you get 60 FPS on PPSSPP with default clocks.

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