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General DSound Coding Bug Issue #485
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Thanks @blueshogun96 for incorrect version in my post. |
Are you sure you aren't referring to 4928? There was no 5928 XDK. If that is the case, then it's intentional. Ever since the days of sir caustik and kingofc releasing 0.8.0, 4928 was redirected to 4627 since they were so highly similar. Cxbx will search for that signature accordingly, even if we redirect most of the signatures to 4627. Now, if it's causing a false positive, then we have a bug that needs fixing. If you can verify that, feel free to fix. Shogun |
Thanks for the confirmation @blueshogun96 btw. 😃
Edit3: Resolved |
#455 (Splinter Cell: Pandora Tomorrow [online.xbe]) is reporting an error related to this. .xbe info: Xbe.txt Kernel Debug file: KrnlDebug.txt |
Turok Evolution (report by RadWolfie) It looks like this is caused by (0, 0, 0) being sent as the (x, y, z) parameters to the function. The PC version of SetConeOrientation performs validation on the vector that is passed in, while the xbox version of the function does not. Since it is expecting a direction vector, that it will in turn normalize, a zero vector is invalid when passed to the PC version of SetConeOrientation. |
Correct, which I am so confused about it. There is no documentation of float range acceptable in all 3 parameters, for x y z values. The only thing I ever get was the default value for x: 0, y: 0, z: 1.0f. I was hoping CDirectSoundVoice_SetConeOrientation might be false detection in WIP_HLEDB_v2 branch. Turns out I was wrong, it is at correct location. Is it possible these title developers made some mistake about the z value? If so, the only solution we can do is to check if all 3 values has a zero then set z value to 1 for default. Edit: Or skip the call to PC's DirectSound. |
i have not checked to see at which point it is calling this, but the xbox version does not even look like it performs normalization on the values. They are just passed through and stored. Whereas the PC version check for NaN, Length > 0, Normalizes, and then i believe stores the value. So the zero vector could just be some sort of internal initialization/invalidation of the cone orientation. But, yeah, i cannot be sure on that. Checking for zero and skipping if so i guess is not so bad (that is what i am doing locally), it is not necessarily a performance critical function. But it would be good to better understand why it is used this way as well. |
Since I'm not quite happy with HLE DSound. I plan on make little bit of improvements next month or sooner. NOTE: This is a self-planned improvement list.
Test cases:
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@RadWolfie Driver 3 Cxbx-Reloaded/game-compatibility#356 reports this error:
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Build: 9f66d00 dsfix 2 Hunter the reckoning has a ambient background sound trigger issue, when the sound box is entered the game freezes until the audio track finishes playing(4seccond), then the new ambient audio track takes over. Same with menus press pause swatches to no audio lags 4 a certain amount of time. Org:"D:\MEDIA\Sounds\BGMusic\drip.wav" |
I left a review comment here that might be related to this : 270a821#r28802750 |
Mortal Kombat Deception also log this issue in log. |
Call of Duty: Finest Hour
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Update:
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Enclave (Apr 9 2020 build) crashes "directsoundbuffer unlock failed" |
Ah, this is the place to report these DSound problems.
Another game, Madagascar (referred from the bottom of the current OP's body), does have an audio problem, if I recall rightly. I saw a recent video by Literalmente{game} where the dialogue audio seems to loop twice or thrice. So definitely check that out. I think I also saw a comment on Discord or game compat repo where one user reported a similar problem (general sound effects or music?) in another game. Can't remember which game.
Addendum: The latest post in the open Madagascar issue page, that was put up on June 2019, actually confirmed the repeating audio issue among many other problems. Edit (May 19, 2020):
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SSX 3 (US) has no audio but does not report any type of failure as far as I can tell. (Should I report this someplace else?) |
Peter Jackson's King Kong is full of
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Last update: 2020/25/1
The purpose of this issue filed is to keep a log of changes relative to DSound code bug need to be resolve.
Stable:
Current Title Issues:
Current code bugs:
Still an issue for below?
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