09-06-2012, 01:45 PM
Pages: 1 2
09-07-2012, 07:40 PM
To pass error "[Dare::AudioRenderer] WARN hle.sceAudio - doAudioOutput: channel 8 not reserved"
Disable audio threads from start.
To display instruction screen
http://img24.imageshack.us/img24/3683/noinstruction.png
Need enable
Only Ge graphics
Use vertex cache
Use shaders
http://img253.imageshack.us/img253/127/i...screen.png
http://img534.imageshack.us/img534/9697/ingamept.png
Disable audio threads from start.
To display instruction screen
http://img24.imageshack.us/img24/3683/noinstruction.png
Need enable
Only Ge graphics
Use vertex cache
Use shaders
http://img253.imageshack.us/img253/127/i...screen.png
http://img534.imageshack.us/img534/9697/ingamept.png
(09-06-2012, 01:45 PM)nash67 Wrote: [ -> ]Shaun White Snowboarding - ULUS10399Attach Rev 2718 log and profiler
using r2718
nothing but a black screen
here is the info log
09-16-2012, 08:15 AM
(09-07-2012, 07:40 PM)sum2012 Wrote: [ -> ]To pass error "[Dare::AudioRenderer] WARN hle.sceAudio - doAudioOutput: channel 8 not reserved"Could you post a log at INFO level after adding the following line to your LogSettings.xml:
Code:
<logger name='hle.sceAudio'> <level value='debug' /> </logger>
Thanks!
09-16-2012, 11:36 AM
Attached
(09-16-2012, 08:15 AM)gid15 Wrote: [ -> ]Could you post a log at INFO level after adding the following line to your LogSettings.xml:
Code:<logger name='hle.sceAudio'> <level value='debug' /> </logger>
Thanks!
09-17-2012, 05:50 PM
Code:
sceAudioOutput2Release redirecting to sceAudioSRCChRelease
sceAudioSRCChRelease
sceAudioOutput2OutputBlocking redirecting to sceAudioSRCOutputBlocking
sceAudioSRCOutputBlocking[not blocking]
doAudioOutput: channel 8 not reserved
The WARN "doAudioOutput: channel 8 not reserved" should now be fixed in r2719.
09-17-2012, 08:11 PM
Logger still show "doAudioOutput: channel 8 not reserved"
,but only show once.
Now the game not work after "UBISOFT Logo" show
http://imageshack.us/a/img849/65/ubisoftlogo.png
I attached info + hle.sceAudio 's debug log.
,but only show once.
Now the game not work after "UBISOFT Logo" show
http://imageshack.us/a/img849/65/ubisoftlogo.png
I attached info + hle.sceAudio 's debug log.
(09-17-2012, 05:50 PM)gid15 Wrote: [ -> ]New finding from this log file: sceAudioOutput2OutputBlocking is reserving automatically the SRC channel if it is not reserved.
The WARN "doAudioOutput: channel 8 not reserved" should now be fixed in r2719.
09-18-2012, 02:17 PM
sorry log setting wrong.I re-attach
09-23-2012, 03:31 PM
I find a temp method fix(have sound)
Need enable
Only Ge graphics
Use vertex cache
Use shaders
after UBISOFT logo show,press pause,wait 3 seconds,then press run.
after screen show "I'll be seeing you my freind" ,press pause,wait 3 seconds, then press run.
To @gid15,hope you have idea to fix in coding
Need enable
Only Ge graphics
Use vertex cache
Use shaders
after UBISOFT logo show,press pause,wait 3 seconds,then press run.
after screen show "I'll be seeing you my freind" ,press pause,wait 3 seconds, then press run.
To @gid15,hope you have idea to fix in coding
10-10-2012, 11:50 PM
Rev2763
Still sit in UBISOFT logo.
Still need my hack method to run.
Still sit in UBISOFT logo.
Still need my hack method to run.
10-11-2012, 08:08 AM
Code:
42664 user_main DEBUG hle.sceAudio hleAudioGetChannelRestLen(8) = 3584
42666 user_main DEBUG hle.sceAudio sceAudioOutput2GetRestSample
42666 user_main DEBUG hle.sceAudio free buffer 1483943368
42667 user_main DEBUG hle.sceAudio hleAudioGetChannelRestLen(8) = 2048
42669 user_main DEBUG hle.sceAudio sceAudioOutput2GetRestSample
42669 user_main DEBUG hle.sceAudio hleAudioGetChannelRestLen(8) = 2048
42671 user_main DEBUG hle.sceAudio sceAudioOutput2GetRestSample
42671 user_main DEBUG hle.sceAudio hleAudioGetChannelRestLen(8) = 2048
This would explain why pausing Jpcsp for a short time does help: the audio continues to play while pausing and the audio channel gets empty, which then allows the "user_main" thread to go further.
I have to check if I can improve the compatibility of the sound buffering in Jpcsp... the difference is that if the sound buffer gets empty on OpenAL, it is producing a small "click" that can be heard when the sound output resumes, while it is not on a real PSP...
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