-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Sol Trigger the talking's volume are too low and missing voices if skipping cutscene #6511
Comments
Yes,I posted about this in the forum |
Is this even with the volume settings both set to 8? -[Unknown] |
Yes,alway set to 8. |
Hmm, currently the voices don't sound obviously wrong compared to the music. Is this still a problem? -[Unknown] |
Still missing voices anafter skipping cutscene. and the volume still too low compare to PSP. |
But the voices are already louder than the music by a good margin? There's one guy who talks really quiet, though. I'll try it later on a PSP. -[Unknown] |
Yeah,in game config low down the BGM and max up the SE&Voice,then turn up the computer speaker from 10% to 50%.then the voice and BGM seems good. |
Hmm, I just had default settings. Is it only in certain areas? -[Unknown] |
No,I just said low down the BGM volume to make it close to the voice volume level,feel better. |
So here's what I did:
So next, playing it on my PSP with my headset.
So, for me, it seems exactly the same. Music sounds relatively the same in both cases. I wonder if there's some setting or something involved here? -[Unknown] |
Everything sounded the same to me on my desktop and the PSP. I sped through everything and the settings are: AFAICT this is the default, right? An example, right after the new game, while I'm free to walk for the first time, if I walk toward the camera, Purple says something to me. You can hear the background music go quieter, although she's not very loud there. During the cutscene right after that, Mr. Quiet is not so quiet, but it seems like that's just the game... Anyway, I don't have the best ears, maybe I'm just not hearing the difference. -[Unknown] |
Well I just tried the game(on the latest beta)with my save at the end of the game and once I skip all of the cut scenes(and the battle with the final boss started)almost all of the voice overs and sound effects were gone. Also since there are couple of voice over scenes one after another,if you skip one,all of the rest will not have voice overs...and music too(no sound at all) |
Some voice is worse, like these savestate(or using the top post savedata,load it and go up the street),possibly device problem. ”チッ” seems clearly on PSP. |
Grey hair up guy must be Mr. Quiet's twin brother. When I load the save, or get there from the beginning, the first thing I notice is that Sophie's skill (shooting bullets) is quiet. I'm not trying this on a PSP but it sounds obviously wrong. There's also no sound when they finish the battle which they move their mouths, so looks wrong also. So there's definitely some problem with silent audio... or are you saying the talking here would be audible with the adjusted settings? -[Unknown] |
I am talking the audible talking,and that silent voice is usually happen after skipping the cutscene. |
So the issue here with voices not playing after skipping the cutscene is that skipping pauses the voices, and nothing unpauses. It might be that __sceSasSetVoiceATRAC3 or __sceSasUnsetATRAC3 should unpause or return an error if the voice is paused, will have to test. -[Unknown] |
Fixed,the voices difference is ECHO or other thing. |
Ah, so missing reverb was why it was quieter? Well, I have terrible ears, but glad it's better now. -[Unknown] |
Yes,sound louder,better now,more like on PSP. |
So, right now the behavior is a bit wrong. I don't know if it'll cause problems now, but it would when we switch to using PSP RAM for the buffer. So, when you setup SAS with ATRAC3, and play, it will eventually set the Still need to work out the correct semantics for when more data is needed, but I found that asking for it ~12 frames ahead made the game still play correctly, and made it load the audio data much more evenly. Using ~4 frames, it failed decoding at some point because the game didn't provide additional data early enough. -[Unknown] |
I've confirmed via tests the -1 when it runs low on data, but haven't worked out the exact semantics yet. It seems like when the buffer is half empty, perhaps. This could definitely be causing issues, though. I've noted that if I return values wrongly, voices can get cut off, silent, or etc. I wonder if the improper behavior could even be confusing God Eater or other games using this feature. -[Unknown] |
sorry, I've experienced that in PPSSPP v1.17.1-150- |
@hrydgard |
Hm, so a regression. The new buildbot has all the builds in that range now - could you try to narrow it down a little? |
@hrydgard I found it |
DEMO has the same problem
DEMO download
https://drive.google.com/file/d/0BzGZGDfFE68zRXF5Y0dSUUZfUXc/edit?usp=sharing
DEMO load the savedata and go up.(rename jpg to rar)
the videoes (rename jpg to mp4)
The text was updated successfully, but these errors were encountered: