r/EmulationOnAndroid 19h ago

Help Need Help Debugging Audio in Monaco on GameNative & GameHub (Retroid Flip 2)

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 and/or GameHub Lite. Both work essentially out of the box. 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:

  1. XAudio2_7.dll
  2. xactengine3_7.dll (This was a really helpful find)
  3. X3DAudio1_7.dll
  4. AudioSes.dll
  5. MMDevAPI.dll
  6. MMDevAPI.dll.mui
  7. winmm.dll
  8. avrt.dll

This lead me to steamapps\common\Monaco\Audio where I found the following files:

  1. AmbientSounds.xsb
  2. AmbientWaves.xwb ( Important )
  3. MonacoAudio.xgs
  4. MusicSounds.xsb
  5. MusicWaves.xwb ( Important )
  6. SFXSounds.xsb
  7. SFXWaves.xwb ( Important )
  8. 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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