You can replicate this by loading the game, going to Options > Audio, turn down both the SFX and MUSIC and you will clearly hear the distortion. Wondering if this also happens on real hardware, so maybe someone can check it out with a flash cart.
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Seems to be an issue with the timing of the audio DMAs; in mGBA, the audio DMA fires every 16 ticks of TM1, aligned to xxx0, but in no$gba (where the bug does not occur) it's closer aligned to xxx6. As a result, the final audio DMA reads one 16-byte segment more (for 16 more samples).