Comments (3)
Huh, weird. At least it's not one of the problems I expected it to be. I'll have to investigate.
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Do you have a savegame? Because I currently can't say for sure whether No 53 is the right song. It seems to play as intended but there just are not the sounds shown in the video.
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I checked this once again and I cannot see a fault in agbplay. A possible cause for that is that the game may modify the song's parameters at runtime (i.e. change pitch) or plays a second song overlaid.
However, as long as I do not have a save file I cannot continue.
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Related Issues (20)
- Some sound loops seem to confuse agbplay and emit huge lengthly files HOT 4
- [Feature Request] Add option to emit PCM wav file (non-floats) HOT 6
- Song play state doesn't remain paused on song switch
- Building/running on Arch Linux does not specifically require ncurses5-compat-libs package HOT 2
- Unable to play music from Gem Smashers HOT 1
- DKC3 Unable to find songtable HOT 3
- Issues playing music HOT 1
- Bad sounding instrument in Sonic Advance HOT 9
- (Pokemon FR/LG) Pitch Bend Issues HOT 7
- "Pa_OpenDefaultStream: Invalid sample rate" HOT 9
- Unreadable games
- Attempting to play any track freezes the program HOT 5
- Bagpipes wrong pitch - Song #12 of FF Tactics Advance HOT 4
- Strange distortions in PCM tracks. HOT 2
- Windows 11 issues HOT 1
- agbplay v2.0 Wishlist HOT 7
- having trouble installing HOT 3
- PortAudio usage fails under PipeWire 1.0.3 HOT 4
- Soundtable for "Tetris Worlds" not detected. HOT 3
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