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[GH-ISSUE #3650] Puyo Pop Fever and Puyo Puyo Fever 2 Atrac3+ issues #1508
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Originally created by @internetakias on GitHub (Sep 5, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/3650
This bug has been occuring for a while now and it happens in both PPF and its sequel, PPF2.
Here's the log: http://pastebin.com/tdCukL1W
@andutrache commented on GitHub (Sep 10, 2013):
I don't think PPSSPP devs can do anything about this since its not their plugin.
@papel commented on GitHub (Oct 17, 2013):
Was it working on v9.1-839? It may be related to https://github.com/hrydgard/ppsspp/issues/3805.
@internetakias commented on GitHub (Oct 20, 2013):
With Maxim's plug-in. Puyo Puyo Fever 2 doesn't crash now but the audio can get pretty glitchy at parts, Puyo Pop Fever on the other hand keeps stalling instead of just outright crashing
@internetakias commented on GitHub (Oct 22, 2013):
With the latest build, the game no longer crashes. However, the music stops a few seconds after it begins playing, and the sound effects crackle a lot.
@hrydgard commented on GitHub (Oct 22, 2013):
Try turning off I/O on thread.
@internetakias commented on GitHub (Oct 22, 2013):
Didn't do anything
@internetakias commented on GitHub (Oct 26, 2013):
This is what happens when the music stops playing:

@internetakias commented on GitHub (Nov 6, 2013):
Sorry for bumping this again, but I believe the error pictured in the log above should suffice in fixing the bug.
I also renamed this so it's more accurate.
By the way: I should have mentioned this way earlier but the game runs really slow on Galaxy S3 and has been that way from when I first played it on my phone
@unknownbrackets commented on GitHub (Feb 2, 2014):
Has this changed at all with the latest ffmpeg update? It probably will not have. I think it's an atrac buffer management problem.
-[Unknown]
@andutrache commented on GitHub (Feb 3, 2014):
Reporting with v0.9.6-747-g6f38936 the problems are still there.
@unknownbrackets commented on GitHub (Sep 29, 2014):
I have an idea of what might be happening here.
It seems reasonable that the libatrac3plus lib, being a user library, would just reference the existing data, rather than copying it. Meaning, I could read half the file into a buffer, but lie and tell the library that I had loaded the entire thing, and load the rest later (as long as I loaded it before the decode got there.)
Need to do more testing, but that would explain the atrac data turning into garbage data right away right after successfully playing an initial part of the audio.
Obviously, given the API of libatrac3plus, the above described usage pattern would be obviously incorrect, but if it works a game could use it.
-[Unknown]
@ppmeis commented on GitHub (Jul 25, 2015):
Tested with latest build. Same status. Music background stops after 1 second:

@ppmeis commented on GitHub (Dec 6, 2015):
Tested with latest build. Same status.
@unknownbrackets commented on GitHub (Jan 2, 2016):
I'm fairly confident that #8356 will improve at least the parts of this game I've seen debugging data for, but would love to hear confirmation. If the game uses any streaming music elsewhere, it may not be fixed in those places, so it's probably a good idea to play a level etc. to be sure.
-[Unknown]
@daniel229 commented on GitHub (Jan 2, 2016):
Look good play 4 levels without problem.
@internetakias commented on GitHub (Jan 27, 2016):
Yep, it's all been fixed. Thanks for your hard work, guys!
@andutrache commented on GitHub (Jan 27, 2016):
indeed it was and i can confirm, good job :)