[GH-ISSUE #4003] Trails in the Sky may crash when it resumes a paused song after a battle #1629

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opened 2026-03-18 01:50:03 +03:00 by kerem · 15 comments
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Originally created by @papel on GitHub (Sep 30, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/4003

Tested on Win32 and according to the forums, it happens on other systems.

I used v0.9.1-1421.

After a battle, the game has a problem related to BGM.
If I start a battle during the beginning of the BGM, after I finish the battle, the BGM will be restarted from the beginning instead of being resumed from the point in which it had been paused when the battle started.

If I let the BGM playing for a longer time and start a battle, after I finish the battle, the BGM will be stopped, but the SFX will continue working. And the game may freeze (and then crash) or continue. The crash may happen immediately or after a time or not happen. If I go to an area with other BGM (a city), the BGM will return and it prevents the crash.

The log outputs these lines whenever the song loop restarts:

00:31:196 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 585462, 09f9f53c)
00:31:196 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:993 sceAtracResetPlayPosition(1, 585462, 0, 0)

Entering a city (city song)

21:25:348 user_main    I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(333,333,166)
21:26:166 user_main    I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(222,222,111)
21:26:381 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 1=sceAtracSetDataAndGetID(09451780, 00040000)
21:26:381 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio
21:26:381 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 0, 09f9f338)
21:26:382 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(1, -1)
21:26:382 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 585462, 09f9f338)
21:27:347 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(0)

Exiting from a city (road song)

21:49:399 user_main    I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(333,333,166)
21:50:071 user_main    I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(222,222,111)
21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 0=sceAtracSetDataAndGetID(09411740, 00040000)
21:50:278 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio
21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 0, 09f9f338)
21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(0, -1)
21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 103934, 09f9f338)
21:51:244 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(1)

Starting a battle (battle song)

22:13:967 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 1=sceAtracSetDataAndGetID(09451780, 00040000)
22:13:967 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio
22:13:968 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 0, 09f9f338)
22:13:968 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(1, -1)
22:13:968 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 172199, 09f9f338)
22:14:937 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(0)

Finished a battle (victory song)

22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 0=sceAtracSetDataAndGetID(09411740, 00040000)
22:28:088 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio
22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 0, 09f9f338)
22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(0, -1)
22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 308235, 09f9f338)
22:29:039 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(1)

Returned to the road after the battle (should resume the road song)

22:36:556 user_main    I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(333,333,166)
22:37:084 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(0)
22:37:085 user_main    I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(222,222,111)
22:37:340 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 0=sceAtracSetDataAndGetID(09451780, 00040000)
22:37:341 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio
22:37:341 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 1038336, 09f9f338)
22:37:387 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 1038336, 09f9f338)
22:37:439 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:993 sceAtracResetPlayPosition(0, 1038336, 262144, 0)
22:37:439 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(0, -1)
22:37:439 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 103934, 09f9f338)

Crashed here

Originally created by @papel on GitHub (Sep 30, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/4003 Tested on Win32 and according to the forums, it happens on other systems. I used v0.9.1-1421. After a battle, the game has a problem related to BGM. If I start a battle during the beginning of the BGM, after I finish the battle, the BGM will be restarted from the beginning instead of being resumed from the point in which it had been paused when the battle started. If I let the BGM playing for a longer time and start a battle, after I finish the battle, the BGM will be stopped, but the SFX will continue working. And the game may freeze (and then crash) or continue. The crash may happen immediately or after a time or not happen. If I go to an area with other BGM (a city), the BGM will return and it prevents the crash. The log outputs these lines whenever the song loop restarts: ``` 00:31:196 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 585462, 09f9f53c) 00:31:196 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:993 sceAtracResetPlayPosition(1, 585462, 0, 0) ``` Entering a city (city song) ``` 21:25:348 user_main I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(333,333,166) 21:26:166 user_main I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(222,222,111) 21:26:381 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 1=sceAtracSetDataAndGetID(09451780, 00040000) 21:26:381 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio 21:26:381 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 0, 09f9f338) 21:26:382 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(1, -1) 21:26:382 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 585462, 09f9f338) 21:27:347 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(0) ``` Exiting from a city (road song) ``` 21:49:399 user_main I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(333,333,166) 21:50:071 user_main I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(222,222,111) 21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 0=sceAtracSetDataAndGetID(09411740, 00040000) 21:50:278 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio 21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 0, 09f9f338) 21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(0, -1) 21:50:278 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 103934, 09f9f338) 21:51:244 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(1) ``` Starting a battle (battle song) ``` 22:13:967 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 1=sceAtracSetDataAndGetID(09451780, 00040000) 22:13:967 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio 22:13:968 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 0, 09f9f338) 22:13:968 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(1, -1) 22:13:968 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(1, 172199, 09f9f338) 22:14:937 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(0) ``` Finished a battle (victory song) ``` 22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 0=sceAtracSetDataAndGetID(09411740, 00040000) 22:28:088 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio 22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 0, 09f9f338) 22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(0, -1) 22:28:088 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 308235, 09f9f338) 22:29:039 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(1) ``` Returned to the road after the battle (should resume the road song) ``` 22:36:556 user_main I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(333,333,166) 22:37:084 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:987 sceAtracReleaseAtracID(0) 22:37:085 user_main I[HLE]: HLE\scePower.cpp:348 scePowerSetClockFrequency(222,222,111) 22:37:340 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1267 0=sceAtracSetDataAndGetID(09451780, 00040000) 22:37:341 SOUND_THREAD W[ME]: HLE\sceAtrac.cpp:1174 This is an atrac3+ stereo audio 22:37:341 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 1038336, 09f9f338) 22:37:387 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 1038336, 09f9f338) 22:37:439 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:993 sceAtracResetPlayPosition(0, 1038336, 262144, 0) 22:37:439 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:1308 sceAtracSetLoopNum(0, -1) 22:37:439 SOUND_THREAD I[ME]: HLE\sceAtrac.cpp:793 0=sceAtracGetBufferInfoForResetting(0, 103934, 09f9f338) ``` Crashed here
kerem 2026-03-18 01:50:03 +03:00
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    Atrac3+
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@solarmystic commented on GitHub (Sep 30, 2013):

Definitely related to the atrac3+ troubles detailed in https://github.com/hrydgard/ppsspp/issues/3805 which affects not only the GTA games but quite a number of others too, apparently.

Has the same point of origin too, v0.9.1-833-gcf8a3e4 github.com/hrydgard/ppsspp@cf8a3e4df1 merged into master with v0.9.1-842-g00f8ae5 github.com/hrydgard/ppsspp@00f8ae5f2d

v0.9.1-839-gde420f6 github.com/hrydgard/ppsspp@de420f6ae6 is also the last functional revision, like the various other games affected.

Thanks for the detailed report, @papel, it must've been a pain to track down all the instances that were causing it to crash due to the seemingly "random" nature of it on the surface.

<!-- gh-comment-id:25386698 --> @solarmystic commented on GitHub (Sep 30, 2013): Definitely related to the atrac3+ troubles detailed in https://github.com/hrydgard/ppsspp/issues/3805 which affects not only the GTA games but quite a number of others too, apparently. Has the same point of origin too, v0.9.1-833-gcf8a3e4 https://github.com/hrydgard/ppsspp/commit/cf8a3e4df1cb8f0b6cd1dec8c23952faf2cf19c9 merged into master with v0.9.1-842-g00f8ae5 https://github.com/hrydgard/ppsspp/commit/00f8ae5f2d07e8103c3e0eb838ae93762ce6dbdd v0.9.1-839-gde420f6 https://github.com/hrydgard/ppsspp/commit/de420f6ae61b920704158a2ef618a4f3ec7d4033 is also the last functional revision, like the various other games affected. Thanks for the detailed report, @papel, it must've been a pain to track down all the instances that were causing it to crash due to the seemingly "random" nature of it on the surface.
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@papel commented on GitHub (Sep 30, 2013):

Yes, the last working version is 839 and the first broken version is 863.
It this a duplicate?
The problem is to resume a paused song. The correct behavior should be: pause the road song, start the battle song, resume the road song from the point in which it was paused.

<!-- gh-comment-id:25387461 --> @papel commented on GitHub (Sep 30, 2013): Yes, the last working version is 839 and the first broken version is 863. It this a duplicate? The problem is to resume a paused song. The correct behavior should be: pause the road song, start the battle song, resume the road song from the point in which it was paused.
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@solarmystic commented on GitHub (Sep 30, 2013):

The issue affects different games differently, some of them crash immediately when loading a savegame/starting a New Game, like the GTA games (Chinatown Wars and Vice City Stories), and some, like this game and https://github.com/hrydgard/ppsspp/issues/3796, crash after a certain condition is met in the game during BGM playback, like you've mentioned in your initial report.

All of them have the same faulting module in the Windows Crash Report though, the at3plusdecoder.dll.

It's nice to keep your issue report open though since you've got rather nicely detailed log snippets detailing each instance of where it crashes in the game, which is very valuable.

<!-- gh-comment-id:25387994 --> @solarmystic commented on GitHub (Sep 30, 2013): The issue affects different games differently, some of them crash immediately when loading a savegame/starting a New Game, like the GTA games (Chinatown Wars and Vice City Stories), and some, like this game and https://github.com/hrydgard/ppsspp/issues/3796, crash after a certain condition is met in the game during BGM playback, like you've mentioned in your initial report. All of them have the same faulting module in the Windows Crash Report though, the at3plusdecoder.dll. It's nice to keep your issue report open though since you've got rather nicely detailed log snippets detailing each instance of where it crashes in the game, which is very valuable.
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@SKTFaker commented on GitHub (Sep 30, 2013):

Papel, did your background world/road music stop working after reverting to 839? It no longer crashes for me after using that build but the background music doesn't work at all; all other sounds do.

<!-- gh-comment-id:25388178 --> @SKTFaker commented on GitHub (Sep 30, 2013): Papel, did your background world/road music stop working after reverting to 839? It no longer crashes for me after using that build but the background music doesn't work at all; all other sounds do.
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@papel commented on GitHub (Sep 30, 2013):

I see the same behavior in v9.1-0 and v9.1-839. It is working, but I do not know if they are perfect since I do not own a PSP.

In these older versions, if the road BGM is in the beginning, when I start and finish a battle, the road BGM will be restarted from the beginning. (the same behavior as of recent versions)
If I start and finish a battle in older version after a time playing the road BGM, the BGM will be resumed from the point in which it stopped. (in recent versions, it crashes or stops the BGM)

<!-- gh-comment-id:25391078 --> @papel commented on GitHub (Sep 30, 2013): I see the same behavior in v9.1-0 and v9.1-839. It is working, but I do not know if they are perfect since I do not own a PSP. In these older versions, if the road BGM is in the beginning, when I start and finish a battle, the road BGM will be restarted from the beginning. (the same behavior as of recent versions) If I start and finish a battle in older version after a time playing the road BGM, the BGM will be resumed from the point in which it stopped. (in recent versions, it crashes or stops the BGM)
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@solarmystic commented on GitHub (Oct 12, 2013):

Game also crashes right after the first ever battle (during the Tutorial/Final Junior Bracers Test with your trainer) with the same faulty module (at3plusdecoder64.dll)

See also https://github.com/hrydgard/ppsspp/issues/4133

<!-- gh-comment-id:26201416 --> @solarmystic commented on GitHub (Oct 12, 2013): Game also crashes right after the first ever battle (during the Tutorial/Final Junior Bracers Test with your trainer) with the same faulty module (at3plusdecoder64.dll) See also https://github.com/hrydgard/ppsspp/issues/4133
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@solarmystic commented on GitHub (Oct 19, 2013):

With the merge of https://github.com/hrydgard/ppsspp/pull/4221 the game no longer crashes after the first tutorial batlle anymore, but the Tutorial Dungeon BGM is just cutoff for the entire duration instead. Possibly related to https://github.com/hrydgard/ppsspp/issues/3805#issuecomment-26659765

<!-- gh-comment-id:26659982 --> @solarmystic commented on GitHub (Oct 19, 2013): With the merge of https://github.com/hrydgard/ppsspp/pull/4221 the game no longer crashes after the first tutorial batlle anymore, but the Tutorial Dungeon BGM is just cutoff for the entire duration instead. Possibly related to https://github.com/hrydgard/ppsspp/issues/3805#issuecomment-26659765
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@papel commented on GitHub (Oct 19, 2013):

In v0.9.1-1942, It does not crash after the battle, but the music does not continue and the log outputs thousands of things.
I cannot copy it from the black window and the logging is broken (https://github.com/hrydgard/ppsspp/issues/4239).

<!-- gh-comment-id:26660321 --> @papel commented on GitHub (Oct 19, 2013): In v0.9.1-1942, It does not crash after the battle, but the music does not continue and the log outputs thousands of things. I cannot copy it from the black window and the logging is broken (https://github.com/hrydgard/ppsspp/issues/4239).
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@thedax commented on GitHub (Oct 19, 2013):

Logging's not broken at all. Use --log=some path to a log file to log now.

<!-- gh-comment-id:26660354 --> @thedax commented on GitHub (Oct 19, 2013): Logging's not broken at all. Use --log=_some path to a log file_ to log now.
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@thedax commented on GitHub (Oct 19, 2013):

Or if the command-line is annoying, make a new log.bat file: https://github.com/hrydgard/ppsspp/pull/4214#discussion_r7022645

<!-- gh-comment-id:26660451 --> @thedax commented on GitHub (Oct 19, 2013): Or if the command-line is annoying, make a new log.bat file: https://github.com/hrydgard/ppsspp/pull/4214#discussion_r7022645
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@papel commented on GitHub (Oct 19, 2013):

I edited the log.bat

This is output repeatedly after the battle.

35:50:561 SOUND_THREAD I[ME]: HW\MediaEngine.cpp:108 FF: Channel unit extension
35:50:561 SOUND_THREAD I[ME]: HW\MediaEngine.cpp:108 FF:  is not implemented. Update your FFmpeg version to the newest one from Git. If the problem still occurs, it means that your file has a feature which has not been implemented.
35:50:561 SOUND_THREAD E[ME]: HLE\sceAtrac.cpp:605 avcodec_decode_audio4: Error decoding audio -1163346256

It only stops when I go to another area (with different BGM) and the BGM returns normally.

<!-- gh-comment-id:26660477 --> @papel commented on GitHub (Oct 19, 2013): I edited the log.bat This is output repeatedly after the battle. ``` 35:50:561 SOUND_THREAD I[ME]: HW\MediaEngine.cpp:108 FF: Channel unit extension 35:50:561 SOUND_THREAD I[ME]: HW\MediaEngine.cpp:108 FF: is not implemented. Update your FFmpeg version to the newest one from Git. If the problem still occurs, it means that your file has a feature which has not been implemented. 35:50:561 SOUND_THREAD E[ME]: HLE\sceAtrac.cpp:605 avcodec_decode_audio4: Error decoding audio -1163346256 ``` It only stops when I go to another area (with different BGM) and the BGM returns normally.
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@unknownbrackets commented on GitHub (Oct 19, 2013):

I don't remember getting any errors after a battle. I'll try again. Is it after any battle?

-[Unknown]

<!-- gh-comment-id:26660516 --> @unknownbrackets commented on GitHub (Oct 19, 2013): I don't remember getting any errors after a battle. I'll try again. Is it after any battle? -[Unknown]
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@hrydgard commented on GitHub (Oct 19, 2013):

Okay, seems likely that it crashed because it tried to play garbage before, and now it gets confused instead. At least an improvement :)

<!-- gh-comment-id:26660522 --> @hrydgard commented on GitHub (Oct 19, 2013): Okay, seems likely that it crashed because it tried to play garbage before, and now it gets confused instead. At least an improvement :)
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@papel commented on GitHub (Oct 19, 2013):

I tested in any battle of a road. If the road song is in the beginning when I start a battle, the problem will not happen.

In v0.9.1-2003, it outputs:

46:42:613 SOUND_THREAD E[ME]: HLE\sceAtrac.cpp:605 avcodec_decode_audio4: Error decoding audio -1094995529
46:42:635 SOUND_THREAD I[ME]: HW\MediaEngine.cpp:108 FF: Invalid start bit!
<!-- gh-comment-id:26660685 --> @papel commented on GitHub (Oct 19, 2013): I tested in any battle of a road. If the road song is in the beginning when I start a battle, the problem will not happen. In v0.9.1-2003, it outputs: ``` 46:42:613 SOUND_THREAD E[ME]: HLE\sceAtrac.cpp:605 avcodec_decode_audio4: Error decoding audio -1094995529 46:42:635 SOUND_THREAD I[ME]: HW\MediaEngine.cpp:108 FF: Invalid start bit! ```
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@unknownbrackets commented on GitHub (Oct 20, 2013):

Hmm, this change seems to make that error go away afaict:
https://github.com/hrydgard/ppsspp/issues/4248#issuecomment-26664645

But anyway, as I look into this we seem to invent an extra frame from atrac3+ files that the PSP does not return. The actual decode is pretty close, it's a few bits off every so many samples but really close. It seems like our extra frame is at the start.

-[Unknown]

<!-- gh-comment-id:26665576 --> @unknownbrackets commented on GitHub (Oct 20, 2013): Hmm, this change seems to make that error go away afaict: https://github.com/hrydgard/ppsspp/issues/4248#issuecomment-26664645 But anyway, as I look into this we seem to invent an extra frame from atrac3+ files that the PSP does not return. The actual decode is pretty close, it's a few bits off every so many samples but really close. It seems like our extra frame is at the start. -[Unknown]
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