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Is this supposed to work yet? I tried with Resident Evil and it crashes when calling the module
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First off, let me state that audio in GR2 is a bit broken, and needs a skipped assert to get ingame, so it's possible that the problem comes from that, and not your PR. Without the Ngs2 sysmodule, GR2 does output any sound, and with that on, the audio is way too loud and loopy. Here's a video showcasing it. As the game does not go ingame on the latest main yet, I merged this PR on my gr2-hacks branch to test it. It segfaults a few seconds into booting, with the following stack trace: shadPS4/src/core/libraries/ngs2/ngs2_impl.cpp Line 135 in 8d7d781 called from here: shadPS4/src/core/libraries/ngs2/ngs2.cpp Line 192 in 8d7d781 called from the game code. I'll attach the log as well, with the last few lines manually copied over from the terminal, as those lines got printed out to there, but not in the log. |
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that doesn't suppose to produce any sound , it is just a basic skeleton |
* [libSceNgs2] Logging & Structs * clang * clang * stdarg incl * proper logs * ngs2 latest * [libSceNgs2] Logging & Structs * clang * latest * fix includes * clang * clang --------- Co-authored-by: microsoftv <6063922+microsoftv@users.noreply.github.com>
This reverts commit 9c37aa0. Revert "[Libs] Ngs2 (shadps4-emu#1604)" This reverts commit 3abe5b0. Revert "New Crowdin updates (shadps4-emu#2679)" This reverts commit 90b949b. Revert "Show a dialog only if no game directories are set (shadps4-emu#2690)" This reverts commit 69cb4d5. Revert "libkernel: Filesystem code cleanup (shadps4-emu#2554)" This reverts commit d820464.
ngs2_implto be more accurate, including structs (with byte comments, need confirmation)I can remove the
.cppor.hthat are not used or empty if needed.