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[Wii U] Sound issue with chd format #80
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which particular audio is affected? cdda?adpcm? psg? there is a volume
control in core settings to disabled each.
regarding your source? is this cue/bin-iso/wav version? if so, try
converting from a cue/bin/bin (audio tracks in binary) preferably a redump
verified dump. if you already have a cue/bin format but not redump version,
try extracting the tracks using TruRip, or use OOtake to dump the cd-image.
i dont have wii but this could particularly limit the range to check to
whoever is able to diagnose this.
…On Fri, Dec 22, 2017 at 6:12 AM, cucholix ***@***.***> wrote:
Using Wii U 2017-12-21 nightly, altough chd support has never worked
properly on pce_fast_libretro Wii U.
I did try Castlevania Rondo of Blood bin+cue converted to chd with chdman,
and while the game plays just fine the audio is distorted like a cracking
sound looping, in other games like Valis there's no audio tracks, only
in-game sound fx.
I though it could be a problem with the conversion, but tested the same
chd in RA PC (same 2017-12-21 build) and the audio plays correctly (only
small artifacts).
I wonder if it's a endianness issue, it's a pretty common problem on Wii U
since it use big endian.
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Hi, did the changes you told me with Valis II (Japan):
And the issue persist when converting it to .chd, the audio affected is CDDA, when turning it down to 0 the issue goes away but obviously there's no track audio, only SFX (PSG). Did a video so you can check it better https://www.youtube.com/watch?v=qiGO7IOD-aQ |
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Using Wii U 2017-12-21 nightly, altough chd support has never worked properly on pce_fast_libretro Wii U.
I did try Castlevania Rondo of Blood bin+cue converted to chd with chdman, and while the game plays just fine the audio is distorted like a cracking sound looping, in other games like Valis there's no audio tracks, only in-game sound fx.
I though it could be a problem with the conversion, but tested the same chd in RA PC (same 2017-12-21 build) and the audio plays correctly (only small artifacts).
I wonder if it's a endianness issue, it's a pretty common problem on Wii U since it use big endian.
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