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Add support for new atrac3plus decoder #1979
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This is a good way to do it, that leaves it up to the user to decide whether the decoder is okay to use or not. Feel free to also send a pull request that deletes all the DShow stuff as I don't think anyone will want to use that method anymore. |
Add support for new atrac3plus decoder
After use this we don't need used filter right?? is this work well? |
Yeah, we don't need the dshow filter anymore. This one should work much better than dshow filter :) And it will also support other platforms such as Android and Mac once someone has build a lib and implement the interface for it :) |
Just tested it out using the dll one .All atrac3+ including mono and stereo working prefectly without lag/crash. ... |
Wondering how it can provide support for android/iOS platform |
Great! Then we could prepare to build a lib for android and mac :)
to
@raven02 Just build a lib as I said, and then implement the interface in Core\HW\atrac3plus.cpp :) |
Some interesting bug that shared between this Mai decoder and the previous dshow filter which is delay sound in some games like Last Ranker , Sol Trigger |
Yeah, I think those should be some bugs caused by some HLE issues such as sync issue . |
However it didn't appear in your first version that is the one without dshow filter |
its probably the threading |
Yeah, in those version, they are just "playing on the top". They are not under controlled, because they even doesn't decode samples, they just try to play it with a external player directly :) So we can't feel any HLE issues about that. |
I changed it now so it's loading "at3plusdecoder.dll" instead, so if you want to use this mai dll, you have to rename it to that. |
I see . Thanks for explanation @oioitff |
it dont work on god eater burst dont has bgm on this v0.7.6-915-g169ca97 maybe i will try latest one maybe it because i used window 64 bit? |
@Ritori Have you renamed the dll to "at3plusdecoder.dll" and then put it in the PPSSPP folder? |
the available DLL is 32bit only, I'm currently trying to set up a MSVS vcproj to create a 64bit version |
I see maybe that fix on latest one sorry then :) |
Somebody made a build setup for Visual Studio: https://github.com/emulibraries/maiatrac3plus |
Is that okay? |
LCS crashing with this library when game trying to load radio (but cutscenes is okay). VCS works okay, but radio starts to play with delay. |
tested several,bgm and voice works great.and a little bug exist in same game. |
@daniel229 maybe u need rename MaiAT3PlusDecoder.dll to at3plusdecoder.dll try it maybe fix some game :) |
there is a one game stuff up sound effects is tales of the world radiat 1 it really wierd bug sound effect got no problem old version this version stuffed |
With the new library at3plusdecoder.dll added, Tales of The World Radiant Mythology 3 sometimes crash after winning random battles.. Besides that I think everything goes well (from main menu until game). Played using v0.7.6 - 917 Sorry for my bad English :) |
play part 1 first you see the bug sound effect load of the save on dugeon and fix tales of rebirth something worng sond effects i find the problem look into log consle you see the errors of red same thing with tales of phantasia narkira |
@talesfan that game dont playable yet.. |
@rpgadvocate Black rock shooter is old problem no new one :) i dunno other game though... Tales of the World: Radiant Mythology 1 Scratchy sound effect only |
I've verified that the BRS audio issue has been there even before this at3+ dll implementation so it is not a new isuue. (in oioitff's previous media build) As for Sol Trigger, well, the game still can't proceed past the first battle for now, which is imo a much bigger problem as compared to the audio issues. http://forums.ppsspp.org/showthread.php?tid=1680&pid=22530#pid22530 http://forums.ppsspp.org/showthread.php?tid=1680&pid=25187#pid25187 |
Black Rock Shooter has scratchy audio on the official builds? I haven't noticed because I've only been using my custom build. I just checked the official PPSSPP build and it seems to occur as early as the titlescreen. |
@CPkmn can u upload on mediafire or https://docs.google.com ? i cant access depositfiles website i dunno whyy :I Edit: ohh is u build merge by this new tool too? :) |
@Ritori mediafire doesn't like my internet (I tried uploading there and it just doesn't work for me, but downloading does). Maybe filedropper will work better for you? |
Ohh thank very much for that new link it work, that website is be block by my country :( |
Is there any PPSSPP build that have sceMpeg(video) and this new atrac3 decoder available yet? |
@cyclonmaster , it's probably possible to make such a build, but @oioitff is rewriting the video emulation in a better way now that things are a little simpler with audio, so I'm waiting for that. |
Great I try tested on android and working fine maybe nasty sound if not running 100% speed but running ok. |
@Ritori does the Black Rock Shooter opening play on the official build (wait at the titlescreen for a while)? I noticed it was a PSMF, which the officially build is hit or miss with (and most of the time miss). The official build seemed to skip it, but I want to be sure. My build plays it fine. |
@CPkmn u should upload some so someone can test it :) |
I may, but I didn't leave comments in my source (I was more worried about getting videos to play right than noting what I was doing) so I still need to go back and do that, which I haven't had time for, before releasing it. So far I've had 100% PSMF video (and PSMF audio of course) compatibility though. |
There alot of game maybe some of they dont work i dunno but i will look forward u build be release or merge :) |
Tested with the ppsspp-v0.7.6-977-g58c992d-windows-x86 |
@solarmystic https://docs.google.com/file/d/0B65vMTKp-C0jYmhPTEhZMnNBcm8/edit?usp=sharing |
Says I need permission to download the build. Can't access it other wise even with my Google account. |
woops. try now (url changed) |
Thanks, the link works now. Will test it in a moment. |
Did you compile this build yourself? There're some improvements in the CPU usage for me, and audio functionality seems to be the absolute same for the games I tested, no better, no worse. (Games that had perfect at3+ audio still have it and games that don't like Black Rock Shooter, with it's distorted BGM still have it too). I think those with weaker hardware like mine (Core 2 @ 2.8 GHz) will notice it even more in the task/process explorer. Tested with 0.7.6-1007-windows-x86. |
The source on https://github.com/emulibraries/maiatrac3plus was updated to enable sse and a couple of other build optimisations, i flicked it over to SSE2 and set the same optimisations in the x64 build profile SSE2 is more useful than SSE where media decoding is concerned. Those games with issues aren't likely in the Decoder, of course @CPkmn will know better then me on that, but so far it seems like the issues reported are coming from what the emulator is sending to the decoder rather than the actual decoder itself. |
@Squall-Leonhart I don't use the maiatrac3plus so I wouldn't know. I recently got God Eater Burst to get to the next step of finishing its opening video (after "End of video reached") without skipping it with start/etc...it still won't end though >.> |
Tales of Twin Brave still has sound looping problem when "Press Start" on intro screen. You will hear infinite looping sound after that. Except that, the video, bgm, character sound effect, all in perfect condition. This problem is similar like what I previously mentioned on "Optical Field" sound effect on Tales of The World RM 3.. |
The sequence there is:
Weird. I looked at JPCSP for this and it seems like they end a ADSR even if sustain hits 0. It fixes the Twin Brave demo to do this, but I have no clue if it's correct or not. http://code.google.com/p/jpcsp/source/browse/trunk/src/jpcsp/sound/SampleSourceWithADSR.java If I change it to switch to release or off when sustain hits 0, it at least ends, but it seems to end somewhat aburptly... -[Unknown] |
@unknownbrackets : There's a build I tried which didn't have looping sound problem, the v.0.7.6-876-g40877cf. This build is really the latest with no looping sound. The next build after 876 until 1140, make that problem.. Could it related somehow with what you said earlier? But I didn't have any clue about this.. (Sorry for my bad english) |
@talesfan right, but NOTHING looped in that version. It's correct that some sounds are supposed to loop, and regressing that is the wrong way to fix this specific case. If we disable looping for all the games that now have proper sound effects, a lot of people will be unhappy. I think it's just the ADSR handling here that needs to be fixed. -[Unknown] |
@unknownbrackets I see.. disable the looping will cause huge effect on another else game.. I hope the loop can be fixed soon.. Anyway, thanks for the answer unknown, and I always hope dev team can keep up the good work :) |
Here is my way to support the new atrac3plus decoder.
If you want to support a platform, just build a lib with following export functions:
And then, implement the interface in Core\HW\atrac3plus.cpp.
For static link with the lib, it's really easy. Just import the lib and call those functions.
For dynamic link with the lib, you can follow my win32 example in Core\HW\atrac3plus.cpp.
Here is a dynamic lib I build for win32: https://docs.google.com/file/d/0B1ftGc2t9-dZQ2daRTkwM3NQREE/edit?usp=sharing
Just put it in PPSSPP folder, it will start to work :)