Tales of Zestiria

Tales of Zestiria

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Tales of Zestiria "Fix" - v 1.8.5 [Disable Broadcasting Bypass] - (4/27/17)
Ultima modifica da Kaldaien; 9 ago 2017, ore 6:47
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I will start the discussion with a sample of what dsound.log is SUPPOSED to look like when the fix is working as intended:

10/25/2015 20:36:11.497: dsound.log created 10/25/2015 20:36:11.537: Loading Default dsound.dll: C:\WINDOWS\SysWOW64\dsound.dll... done! 10/25/2015 20:36:11.569: [!] DirectSoundCreate (00000000h, 7161AC48h, 00000000h) - [Calling Thread: 0x0628] 10/25/2015 20:36:11.635: [!] IDirectSound::GetSpeakerConfig (0C5F08F0h, 098DFF5Ch) - [Calling Thread: 0x0628] 10/25/2015 20:36:11.635: Calling original function: (ret=S_OK) 10/25/2015 20:36:11.635: IDirectSound::GetSpeakerConfig (...) : Reporting 7.1 system as 5.1 10/25/2015 20:36:11.635: [!] IDirectSound::SetSpeakerConfig (0C5F08F0h, 00000009h) - [Calling Thread: 0x0628] 10/25/2015 20:36:11.635: Calling original function: (ret=S_OK) 10/25/2015 20:36:28.248: >> IMMDevice Activating IAudioSessionManager2 Interface (new_session = true) 10/25/2015 20:36:28.253: >> IMMDevice Activating IAudioSessionManager2 Interface (new_session = true) 10/25/2015 20:36:29.956: >> IMMDevice Activating IAudioClient Interface 10/25/2015 20:36:29.956: [!] IAudioClient::GetMixFormat (0B953438h) 10/25/2015 20:36:29.956: >> Overriding - Using Device Format rather than Mix Format << 10/25/2015 20:36:29.956: Extensible WAVEFORMAT Found... 10/25/2015 20:36:29.956: 8 Channels, 192000 Samples Per Sec, 32 Bits Per Sample (24 Actual) 10/25/2015 20:36:29.956: Format: Unknown 10/25/2015 20:36:29.956: Speaker Geometry: FrontLeft FrontRight FrontCenter LowFrequencyEmitter BackLeft BackRight SideLeft SideRight 10/25/2015 20:36:29.956: ** Downmixing from 8 channels to 6 10/25/2015 20:36:29.956: ** Resampling Audiostream from 192000 Hz to 44100 Hz 10/25/2015 20:36:29.956: [!] IAudioClient::Initialize (...) 10/25/2015 20:36:29.956: {Share Mode: 0 - Stream Flags: 0x40000} 10/25/2015 20:36:29.956: >> Channels: 6, Samples Per Sec: 44100, Bits Per Sample: 32 10/25/2015 20:36:29.959: Result: 0x77770000 (The operation completed successfully.) 10/25/2015 20:36:46.397: [!] DirectSoundCreate (00000000h, 71C2F088h, 00000000h) - [Calling Thread: 0x09b8] 10/25/2015 20:36:46.397: @ Short-Circuiting and returning previous IDirectSound interface. 10/25/2015 20:36:46.398: >> IMMDevice Activating IAudioClient Interface ... 10/25/2015 20:36:46.399: [!] IAudioClient::GetMixFormat (318BB810h) 10/25/2015 20:36:46.399: [!] DirectSoundCreate (00000000h, 71C2F088h, 00000000h) - [Calling Thread: 0x09b8] 10/25/2015 20:36:46.400: @ Short-Circuiting and returning previous IDirectSound interface. 10/25/2015 20:36:46.400: >> IMMDevice Activating IAudioClient Interface 10/25/2015 20:36:46.400: [!] IAudioClient::GetMixFormat (318BBB80h) ... 10/25/2015 20:36:46.403: [!] DirectSoundCreate (00000000h, 71C2F088h, 00000000h) - [Calling Thread: 0x09b8] 10/25/2015 20:36:46.403: @ Short-Circuiting and returning previous IDirectSound interface. 10/25/2015 20:36:46.403: >> IMMDevice Activating IAudioClient Interface 10/25/2015 20:36:46.404: [!] IAudioClient::GetMixFormat (31D97838h) ... 10/25/2015 20:36:46.429: [!] IAudioClient::Initialize (...) 10/25/2015 20:36:46.430: {Share Mode: 0 - Stream Flags: 0x40000} 10/25/2015 20:36:46.430: >> Channels: 8, Samples Per Sec: 192000, Bits Per Sample: 32 10/25/2015 20:36:46.432: Result: 0x77770000 (The operation completed successfully.) 10/25/2015 20:36:46.432: >> IMMDevice Activating IAudioClient Interface 10/25/2015 20:36:46.432: [!] IAudioClient::GetMixFormat (31D99048h) ... 10/25/2015 20:36:46.444: [!] IAudioClient::Initialize (...) 10/25/2015 20:36:46.444: {Share Mode: 0 - Stream Flags: 0x40000} 10/25/2015 20:36:46.444: >> Channels: 8, Samples Per Sec: 192000, Bits Per Sample: 32 10/25/2015 20:36:46.446: Result: 0x77770000 (The operation completed successfully.)

The sample-rate and channel overrides are only necessary on a case-by-case basis. Bink, the middleware that plays videos for this game, can operate just fine with the sound card's native format. This is why you see the override happen one time --- this is how it is designed to work. DirectSound interfaces don't need the override, the game's internal mixing engine does.
Ultima modifica da Kaldaien; 26 ott 2015, ore 7:54
Thanks! It's working for me. You really are the best haha. Now I can finally play the game with my setup :3 And the best part is that the voices work in the surround setting too!
Ultima modifica da Cal.React; 26 ott 2015, ore 13:25
how can i use two d3d9.dll files at the same time?, i'm currently using a d3d9.dll in order to use reshade/masterffect, if i put your dll i can fix the audio but i loose all my graphic tweaks that i've made in reshade, :'(
Messaggio originale di Final Rockmer:
how can i use two d3d9.dll files at the same time?, i'm currently using a d3d9.dll in order to use reshade/masterffect, if i put your dll i can fix the audio but i loose all my graphic tweaks that i've made in reshade, :'(

Edit d3d9.ini like so (add these lines to the top of the ini):

[Import.Reshade] Architecture=Win32 Role=dxgi When=Early Filename=ReShade32.dll

Rename Reshade's DLL to ReShade32.dll of course :)
Ultima modifica da Kaldaien; 26 ott 2015, ore 14:32
I can change to 8 channels?
Messaggio originale di Ryuma~:
I can change to 8 channels?

No, 8 channels will crash the game. That's the entire reason this exists is to change 8 to 6.
Thanks! I setup to 5.1 and worked perfectly!
Ultima modifica da Ryuma~; 26 ott 2015, ore 14:41
Just to be clear, the config file's sample rate is generally independent of the hardware's configured sample rate? Eg, even if the audio hardware is configured to (say) 48.0 kHz, the standard configuration of 44.1 kHz should work just fine, yes?

Could you go crazy with it and set the config's sample rate to 22.05 kHz and the hardware's to 96.0 kHz, or the other way around, without issues? At least in theory?
Ultima modifica da Hertzila; 26 ott 2015, ore 14:41
Messaggio originale di Hertzila:
Just to be clear, the config file's sample rate is generally independent of the hardware's configured sample rate? Eg, even if the audio hardware is configured to (say) 48.0 kHz, the standard configuration of 44.1 kHz should work just fine, yes?

Could you go crazy with it and set the config's sample rate to 22.05 kHz and the hardware's to 96.0 kHz, or the other way around, without issues? At least in theory?

You can go below the sample rate of 44.1 kHz without issues. But if you go far above it, the distortion problems kick back in. The DLL will resample the audio at whatever rate you tell it to, but ideally you want the rate the game uses internally (44.1 kHz) to match the DLL's sample rate so that the only resampling happens in the driver at the very end when it does digital to analog conversion.

There are no issues if you set your hardware's sample rate to 192 kHz and the DLL's sample rate to 44.1 kHz though, I should point out. That's part of the reason the DLL exists. I don't like changing from 24/192 to 16/44.1 every time I start this game :P The DLL takes care of all the signal and format negotiation for you.
Ultima modifica da Kaldaien; 26 ott 2015, ore 14:51
Messaggio originale di Kaldaien:
There are no issues if you set your hardware's sample rate to 192 kHz and the DLL's sample rate to 44.1 kHz though, I should point out. That's part of the reason the DLL exists. I don't like changing from 24/192 to 16/44.1 every time I start this game :P The DLL takes care of all the signal and format negotiation for you.

Thank you, that's what I was asking about. That wasn't explicitly stated, so I thought I'd ask.

The fix also seems to occasionally crash on startup, right after the screen goes black and the custom cursor appears.
Dsound Crash Log: 10/27/2015 00:08:44.860: dsound.log created 10/27/2015 00:08:44.875: Loading Default dsound.dll: C:\Windows\SysWOW64\dsound.dll... done! 10/27/2015 00:08:44.876: [!] DirectSoundCreate (00000000h, 56D6AC48h, 00000000h) - [Calling Thread: 0x2190] 10/27/2015 00:08:44.888: >> IMMDevice Activating IAudioClient Interface 10/27/2015 00:08:44.888: [!] IAudioClient::GetMixFormat (06EE9E58h) 10/27/2015 00:08:44.892: >> IMMDevice Activating IAudioClient Interface 10/27/2015 00:08:44.892: [!] IAudioClient::GetMixFormat (06ED9700h) 10/27/2015 00:08:44.893: >> IMMDevice Activating IAudioClient Interface 10/27/2015 00:08:44.893: [!] IAudioClient::GetMixFormat (06ED9700h) 10/27/2015 00:08:44.893: [!] IDirectSound::GetSpeakerConfig (052F0A58h, 099BFF64h) - [Calling Thread: 0x2190] 10/27/2015 00:08:44.893: Calling original function: 10/27/2015 00:08:44.893: >> IMMDevice Activating IAudioClient Interface 10/27/2015 00:08:44.893: [!] IAudioClient::GetMixFormat (06ED9700h) (ret=S_OK) 10/27/2015 00:08:44.893: [!] IDirectSound::SetSpeakerConfig (052F0A58h, 00140004h) - [Calling Thread: 0x2190] 10/27/2015 00:08:44.893: Calling original function: (ret=S_OK) 10/27/2015 00:08:53.762: >> IMMDevice Activating IAudioSessionManager2 Interface (new_session = true) 10/27/2015 00:08:53.764: >> IMMDevice Activating IAudioSessionManager2 Interface (new_session = true) 10/27/2015 00:08:54.994: >> IMMDevice Activating IAudioClient Interface 10/27/2015 00:08:55.002: [!] IAudioClient::GetMixFormat (0BD3E5A8h) 10/27/2015 00:08:55.002: >> Overriding - Using Device Format rather than Mix Format << 10/27/2015 00:08:55.002: Extensible WAVEFORMAT Found... 10/27/2015 00:08:55.002: 2 Channels, 48000 Samples Per Sec, 32 Bits Per Sample (24 Actual) 10/27/2015 00:08:55.002: Format: Unknown 10/27/2015 00:08:55.002: Speaker Geometry: FrontLeft FrontRight 10/27/2015 00:08:55.002: ** Resampling Audiostream from 48000 Hz to 44100 Hz 10/27/2015 00:08:55.002: [!] IAudioClient::Initialize (...) 10/27/2015 00:08:55.002: {Share Mode: 0 - Stream Flags: 0x40000} 10/27/2015 00:08:55.002: >> Channels: 2, Samples Per Sec: 44100, Bits Per Sample: 32

When it works, seems to work just fine.
Yeah, I have the same problem right now. The game randomly crashes at startup if a gamepad is hooked up. I don't know if it's related for you, but I'm trying to debug that right now.
I'm a little curious why you are running this when your hardware is already 2 channel though?
Messaggio originale di Kaldaien:
Yeah, I have the same problem right now. The game randomly crashes at startup if a gamepad is hooked up. I don't know if it's related for you, but I'm trying to debug that right now.

Could be coincidental, but I also have a gamepad plugged in, so most likely it's the same problem.

Messaggio originale di Kaldaien:
I'm a little curious why you are running this when your hardware is already 2 channel though?

Messaggio originale di Kaldaien:
Problem Description
...or when sample rates greater than 44.1 kHz are selected. ... and incorrectly set sample rate causes audio distortion (hissing and popping).

Simply put, sample rate issues. I'm not running my hardware at any massive sample rate, but I'm fairly certain I've heard hissing sounds even with the small 3.9 kHz difference. Could simply be placebo, but I didn't notice any when testing this fix, so I think that's working as intended. Thanks for that.
Ultima modifica da Hertzila; 26 ott 2015, ore 15:41
Oh, okay :) Yeah, the distortion problem is bad. I didn't think people were running into that on regular 2 channel setups though. My system only supports 192 kHz because I have it hooked up to a fancy pants 7.1 channel A/V receiver. Otherwise, I think it'd cap out at 44.1 kHz if I used my display's built-in speakers :)
Messaggio originale di Kaldaien:
Messaggio originale di Final Rockmer:
how can i use two d3d9.dll files at the same time?, i'm currently using a d3d9.dll in order to use reshade/masterffect, if i put your dll i can fix the audio but i loose all my graphic tweaks that i've made in reshade, :'(

Edit d3d9.ini like so (add these lines to the top of the ini):

[Import.Reshade] Architecture=Win32 Role=dxgi When=Early Filename=ReShade32.dll

Rename Reshade's DLL to ReShade32.dll of course :)

you a true hero
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