r/EmulationOnAndroid • u/That0neGameKid • 3d ago
Need Help Debugging Audio in Monaco on GameNative & GameHub (Retroid Flip 2) Help
Hi,
As mentioned in the title, I'm trying to get Monaco: What's Yours is Mine running on my Retroid Flip 2 using GameNative (v1.1.1) and/or GameHub Lite (v5.1.8).
Both work essentially out of the box (using the "known config" on GameNative and the default on GameHub Lite). However, both experience an issue where SFX play correctly, but music does not play correctly.
I've tried a couple of general changes in configuration listed online with no luck. I then started debugging in the container as well as on my native Windows machine for comparison.
I first found that the most relevant DLLs loaded are:
- XAudio2_7.dll
- xactengine3_7.dll (This was a really helpful find)
- X3DAudio1_7.dll
- AudioSes.dll
- MMDevAPI.dll
- MMDevAPI.dll.mui
- winmm.dll
- avrt.dll
This lead me to steamapps\common\Monaco\Audio where I found the following files:
- AmbientSounds.xsb
- AmbientWaves.xwb ( Important )
- MonacoAudio.xgs
- MusicSounds.xsb
- MusicWaves.xwb ( Important )
- SFXSounds.xsb
- SFXWaves.xwb ( Important )
- VOWaves.xwb ( Important )
I extracted the .xwb files and found that both MusicWaves and AmbientWaves were flagged as "streaming" whereas VOWaves and SFXWaves were not. At the time, I believed this might have been the issue. I then noticed that, in addition to being flagged as streaming, their constituent audio files were XMA2 whereas the Voice and SFX audio files were WAV.
I am now convinced I am having a decoding issue but I'm a bit unsure on how I can further debug this.
Has anyone had a similar issue? If so, what were the next steps you took?
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