Post subject: Dolphin Video Dumping Windows
admiralpete
He/Him
Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Is it possible to get an accurate video and audio dump of a Wii DTM on Windows? I had tested several runs off of this site, and the audio gets out of sync. It's not limited to just one specific build, in fact the sync issue happens even with the non-deprecated builds. I'm open to any suggestions, even the most simple.
Post subject: Re: Dolphin Video Dumping Windows
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
admiralpete wrote:
Is it possible to get an accurate video and audio dump of a Wii DTM on Windows? I had tested several runs off of this site, and the audio gets out of sync. It's not limited to just one specific build, in fact the sync issue happens even with the non-deprecated builds. I'm open to any suggestions, even the most simple.
It's not the audio going out of sync, it's the video. It should work without issue on Linux because of the APIs being used. I'm slowly but surely working on using the same ffmpeg APIs on Windows.
admiralpete
He/Him
Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Thanks for the answer, I mistakenly thought the audio was out of sync. A related question, I noticed a pull request relating to AVI dumping, specifically in build 4.0-8572. Does this mean that AVI dumping in Windows is fixed?
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
admiralpete wrote:
Thanks for the answer, I mistakenly thought the audio was out of sync. A related question, I noticed a pull request relating to AVI dumping, specifically in build 4.0-8572. Does this mean that AVI dumping in Windows is fixed?
That build just included the library and include files to make the changes easier to implement. I do have a pull request up here which has the changes needed.
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
Fog wrote:
admiralpete wrote:
Thanks for the answer, I mistakenly thought the audio was out of sync. A related question, I noticed a pull request relating to AVI dumping, specifically in build 4.0-8572. Does this mean that AVI dumping in Windows is fixed?
That build just included the library and include files to make the changes easier to implement. I do have a pull request up here which has the changes needed.
Actually, 4.0-8572 was the one that fixed the overwrite confirmation dialog. The point still stands, though - the video can still desync when dumping in Windows, but it'll hopefully be fixed soon.
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
admiralpete
He/Him
Joined: 11/22/2013
Posts: 14
Location: Southwestern PA
Sorry to revive an old thread, but what do I need to do with ffmpeg to achieve a dump with the FFV1 Codec on Windows?
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
admiralpete wrote:
Sorry to revive an old thread, but what do I need to do with ffmpeg to achieve a dump with the FFV1 Codec on Windows?
Go to Graphics > Advanced and enable "Frame Dumps use FFV1". After that, you just have to turn on Dump Frames as usual.
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1222
Location: Romania
I have dumped frames and audio, but audio appeared to be slowed down. Video's length is 15:32 and audio's is 23:19. If I speed up the audio using Sony Vegas Pro 13 (for example), all the voices in audio will be smashed. How to fix it? I don't face this problem when dumping Wii games. Emulator: Dolphin 4.0-9390. Game: TMNT Mutant Melee (GC)
TASing is like making a film: only the best takes are shown in the final movie.
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
Dimon12321 wrote:
I have dumped frames and audio, but audio appeared to be slowed down. Video's length is 15:32 and audio's is 23:19. If I speed up the audio using Sony Vegas Pro 13 (for example), all the voices in audio will be smashed. How to fix it? I don't face this problem when dumping Wii games. Emulator: Dolphin 4.0-9390. Game: TMNT Mutant Melee (GC)
Dolphin writes the sample rate 32 KHz to the WAV file's header even if the game actually uses 48 KHz. It sounds like that's what happening here. See if there's some way for you to force 48 KHz when loading the audio. (This isn't a GC vs Wii thing, it's just something that happens with certain games.)
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1222
Location: Romania
I have no idea of how to do that! Should I convert the audio? Changing audio backend doesn't help!
TASing is like making a film: only the best takes are shown in the final movie.
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
What's probably simpler is speeding up the audio by 50% (without pitch preservation). What did you mean by voices being "smashed" when you tried speeding the audio up in Sony Vegas?
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1222
Location: Romania
JosJuice wrote:
What's probably simpler is speeding up the audio by 50% (without pitch preservation). What did you mean by voices being "smashed" when you tried speeding the audio up in Sony Vegas?
If I speed up the audio, voices stay slowed down, but play at time (I can't discribe it in english). I'll attempt to upload them.
TASing is like making a film: only the best takes are shown in the final movie.
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1222
Location: Romania
Here is how it sounds: https://youtu.be/4xUvdYl-Htc EDIT: the problem is solved! Video tag is removed to free some space.
TASing is like making a film: only the best takes are shown in the final movie.
JosJuice
She/They
Editor, Emulator Coder
Joined: 7/3/2010
Posts: 193
Location: Sweden
You're speeding up the audio in a way that preserves the pitch. You need a way that doesn't preserve the pitch. I've never used Sony Vegas, but to use Audacity as an example, Effect > Change Tempo will preserve the pitch and Effect > Change Speed won't preserve it.
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1222
Location: Romania
JosJuice wrote:
You're speeding up the audio in a way that preserves the pitch. You need a way that doesn't preserve the pitch. I've never used Sony Vegas, but to use Audacity as an example, Effect > Change Tempo will preserve the pitch and Effect > Change Speed won't preserve it.
Wonderful! It works!
TASing is like making a film: only the best takes are shown in the final movie.
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
JosJuice wrote:
Dimon12321 wrote:
I have dumped frames and audio, but audio appeared to be slowed down. Video's length is 15:32 and audio's is 23:19. If I speed up the audio using Sony Vegas Pro 13 (for example), all the voices in audio will be smashed. How to fix it? I don't face this problem when dumping Wii games. Emulator: Dolphin 4.0-9390. Game: TMNT Mutant Melee (GC)
Dolphin writes the sample rate 32 KHz to the WAV file's header even if the game actually uses 48 KHz. It sounds like that's what happening here. See if there's some way for you to force 48 KHz when loading the audio. (This isn't a GC vs Wii thing, it's just something that happens with certain games.)
That's been fixed since 5.0-97 IIRC.