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Serious Problem with SPC playback #52251 08/04/09 03:41 AM
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Furby Offline OP
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I have found a serious problem with the SPC playback, and this only affects one known game so far. The game is Shin Togenkyo, and the problem is already there when dumped.

The problem starts in Audio Overload 2.0b7 and later on the Mac. The problems range from the audio glitching out after either a second or less than a second, to the audio simply cutting off after either a second or less than a second. Audio Overload 2.0b6 and earlier play the tune fine.

SPC file of the test tune from Shin Togenkyo

Complete WAV audio output file of the test tune from Shin Togenkyo from Audio Overload 2.0b6

5-second WAV audio output file of the test tune from Shin Togenkyo from Audio Overload 2.0 (WARNING: Crank down the volume! This is the one that glitches out!)

Yes, that's a wedding tune. ^_^ You can directly access this tune in the actual game by waiting at the title screen.

The tune shown here plays fine on Audio Overload 2.0b6, but glitches out on Audio Overload 2.0.

This isn't good news for me, as usually this plays pretty much all of the other SPC files fine.

(I am ignoring Dark Law's SPC set from SNESMusic.org, as this has the same problem, but this is related to fixing a first-note sticking problem. I can easily utilize a patch from the Script700 page that makes the tune compatible with Audio Overload 2.0.)

Last edited by Furby; 08/04/09 03:50 AM.

KungFuFurby, Bug Reporter for various stuff (somewhat)

Runs: Mac OS X 10.4.11 on a 1.8 GHz PPC G5
Re: Serious Problem with SPC playback [Re: Furby] #54511 09/30/09 11:00 PM
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This sounds like the same problem I've been having as well with some older rips from Zophar's Domain. Just like your experience, these all worked fine in AO 2.0b6 and got glitchy in later versions.

Originally Posted By Raptor007
Hey, just tried out the 2.0.1 test on my 10.5.6 Intel Mac, and it's still stopping early on some SPC tracks. (It'll probably be the same on my 10.4.11 PowerPC at home.)

These tracks play completely in AO 2.0b6 (and the WinAmp SPC plug-in) but stop early in AO 2.0b9, 2.0, and now the 2.0.1 test.

Originally Posted By Raptor007
Hello, a quick update on the early-stopping problem I've been having. These are old Zophar SPC archives where the songs are set to loop forever. I've now downloaded newer archives from spc.hcs64.com and they seem to work fine.

The only problem is, with hard-coded limited looping and no automatic track advance, I find myself clicking over to AO a lot more often than I'd like. So, auto-advance would be a nice touch. wink

Also, if you have any interest in fixing compatibility with old Zophar rips, I can provide some problematic samples for you. The songs that stop early always do so in the same place, so I'd imagine finding out why wouldn't be too tricky. Probably an invalid opcode or something which should be ignored, but I'm just guessing.

Re: Serious Problem with SPC playback [Re: Raptor007] #54925 10/08/09 07:55 PM
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Furby Offline OP
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This isn't even an older rip, believe it or not. This is a brand new rip that I did using SNES9X 1.51 for the Mac. This is the only known case that I've had in which a rip straight out of a game actually malfunction in the later versions of Audio Overload... >_<


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Re: Serious Problem with SPC playback [Re: Furby] #56923 12/08/09 11:59 PM
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blargg Offline
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That track plays fine in the most recent SPC code I sent Richard in April this year. It indeed doesn't work in older versions of my SPC emulators, where I'm guessing it encounters a CPU emulation error and stops the track (at least in Game Music Box). I also verified that it plays properly on SNES hardware, so it's not a bad SPC file. Not sure what the problem is, though I'm interested in tracking down the cause.

Re: Serious Problem with SPC playback [Re: blargg] #56924 12/09/09 12:09 AM
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Code sent to Richard in April of this year probably isn't in a released version of AO (should be in my development tree though).

Is there a public Audio Overload repository? [Re: R. Belmont] #59324 02/20/10 01:51 AM
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Is there a public repository for Audio Overload that would include these patches? I wouldn't mind checking it out and building it myself. Maybe I could even work on that improved export feature I've been wanting.

Re: Is there a public Audio Overload repository? [Re: Raptor007] #59325 02/20/10 02:13 AM
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Nope. We don't have permission to distribute all of the code that's in AO2. AO3 is intended to be more open but may lose some file formats as a result.

Re: Is there a public Audio Overload repository? [Re: R. Belmont] #59331 02/20/10 09:05 AM
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...if we ever get around to developing it properly... though I have to say I've been developing a renewed interest in video game music courtesy of the various iPhone apps...


Noli umquam docere porcum cantare; perdes tempus et irritabis porcum.
Re: Is there a public Audio Overload repository? [Re: Richard Bannister] #59999 03/12/10 12:29 AM
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Do you know which formats will be left out of AO3? The only two formats I really care much about are SNES SPC and Genesis VGM (well, I'd also like N64 USF, but I know what a screwed-up state that format is in). I was going to try slapping together an interface around the Audio Overload SDK, but unfortunately it doesn't sound like it supports any of the music files I have.

Re: Is there a public Audio Overload repository? [Re: Raptor007] #60001 03/12/10 12:47 AM
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I don't have a complete mental model of what formats are built on what, but as this thread itself says earlier SPC is provided by Blargg's library which of course is distributable. Nothing terribly common would be endangered as far as I'm aware.

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