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[GH-ISSUE #4003] Trails in the Sky may crash when it resumes a paused song after a battle #1629
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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:
Entering a city (city song)
Exiting from a city (road song)
Starting a battle (battle song)
Finished a battle (victory song)
Returned to the road after the battle (should resume the road song)
Crashed here
@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@cf8a3e4df1merged into master with v0.9.1-842-g00f8ae5github.com/hrydgard/ppsspp@00f8ae5f2dv0.9.1-839-gde420f6
github.com/hrydgard/ppsspp@de420f6ae6is 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.
@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.
@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.
@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.
@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)
@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
@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
@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).
@thedax commented on GitHub (Oct 19, 2013):
Logging's not broken at all. Use --log=some path to a log file to log now.
@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
@papel commented on GitHub (Oct 19, 2013):
I edited the log.bat
This is output repeatedly after the battle.
It only stops when I go to another area (with different BGM) and the BGM returns normally.
@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]
@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 :)
@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:
@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]