I don't know if voices are loaded in advance and being played on demand, or if they're having their data copied into them as they're being played and the fact that a single audio voice only ever plays the same clip in a stage is coincidence - however JSRF keeps most of its sound effects that are subject to this type of problem in one continuous audio file that is compressed (compared to the many different vocal tracks from professor K), and it might be possible that a sound effect is being loaded with trailing garbage data from a different sfx, or when playing it the pointer lapses into that region due to a timing issue.If there were a timing or scheduling issue for stopping a sound's playing either before or after it was meant to, it could wrap around to the beginning and out of the dead zone and spike without crossing zero. From what the debugger tells me, all SFX voices are marked as "LOOP=true", which hardly seems appropriate for single-occurrence sound effects that are stopped and started frequently.In my experience the problem doesn't occur when it plays, or interrupts itself, or loops - only when sound effects END into silence and never when they BEGIN. It sounds like a zero crossing issue, the sound is meant to end on a 0 sum but it isn't.I don't know a great deal about the xbox's architecture, and I trust that everyone involved is a lot smarter than I am about some of these things, but some possible background information that might help: I tested the game out a bit and found with the audio debugger, muting pretty much all the SFX voices for frequently occurring sound effects with the exception of dialog and the music is the only way to mitigate the issue.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |