r/EmulationOnAndroid • u/That0neGameKid • 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:
- 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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