Some parts of audio not working.

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Arbo111
Posts: 3
Joined: Fri Sep 29, 2023 8:43 pm

Some parts of audio not working.

Post by Arbo111 » Wed Nov 01, 2023 5:41 am

Would anyone know about this issue? I’m recording using a loopy ds cap card and using a male male audio cable to record audio. I’m using Obs to record the screen and audio and the audio records but not all parts? Like the shiny sound when I got a shiny Pokémon didn’t record and neither did the ball shaking sounds. Would anyone know about this, thanks. In gen V btw
Link of video https://drive.google.com/file/d/1zcfM6 ... p=drivesdk

NormanFoxLee12
Posts: 9
Joined: Sat Oct 07, 2023 10:55 pm

Re: Some parts of audio not working.

Post by NormanFoxLee12 » Wed Nov 01, 2023 8:19 pm

How many black rings on the cable? Must be only two (they separate ground, left, and right). If 3 (+mic) - I believe it will be the reason.
2nd - what do you use to capture the audio? I have RCA input on my sound card, for example, if you use mic input it can also be the reason.
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NormanFoxLee12
Posts: 9
Joined: Sat Oct 07, 2023 10:55 pm

Re: Some parts of audio not working.

Post by NormanFoxLee12 » Thu Nov 02, 2023 12:19 am

UP: I checked the mic input on my motherboard (if you use it) - yes, it does not capture the sound properly.
If you use the headphones with DS and there are no problems with the sound you need to find some other working method to connect DS output with PC input.

Mine variant may be way too expansive as I bought Sound Blaster AE-9 with RCA input (https://www.gamingnexus.com/Images/Arti ... 6006/9.jpg)
And I am using this cable for connection: https://www.amazon.com/gp/product/B07CMNC1N7/
Plus CELabs Amplifier to feed my Headsets and record audio at the same time.

(Note that video delay for NDS via capture card is 62ms if you want to perfectly synchronize audio and video - I set delay for audio in XSplit, it can be also different for different sound cards and PCs, of course, but my Sound Blaster brings audio faster than video from DS via USB.
The best way to calculate the delay is to record physical console with sound on and Clock application (it ticks every second), then record captured video plus captured sound and compare the sound charts by synchronizing video in any video editor (Adobe, Vegas, etc) - it is very visible that Clock Ticks in audio are not the same for the real console and the capture sound - and next just count the ms. In my case it was ~62ms).

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