https://gfycat.com/GrandioseVariableEider
Video was recorded on Bleeding Edge, but it also happens on the nightlies (bleeding edge is just slightly faster as the game runs very slowly)
Nothing helpful is printed in the log.
Seems like the current version lacks AAC audio format support. This also happens on Pokemon X/Y.
Please still provide the full log. Helpful thing might be printed before the hang
The first time I tested it, it would just spam the looped buffers message over and over. Now when I test it, I get an actually useful message!
https://gist.github.com/khang06/4df9a54ce3998407eaf6fe815c4c4c67
[ 27.768306] Audio.DSP <Critical> audio_core\hle\pipe.cpp:DSP::HLE::PipeWrite:166: pipe_number = 3 unimplemented
Using code from https://github.com/MerryMage/citra/commits/pipe3 doesn't help, either. It simply doesn't print the pipe unimplemented line.
using Citra-Mingw-18-04-2017 loaded just fine, low fps, but that's probably a fault from my side
I got another useful message from the log when using the latest version of Citra.
[ 12.359954] Service.DSP <Info> core\hle\service\dsp_dsp.cpp:RegisterInterruptEvents:241: Registered type=2, pipe=3, event_handle=0x00180083
[ 12.362612] Service.DSP <Info> core\hle\service\dsp_dsp.cpp:RegisterInterruptEvents:246: Unregistered interrupt=2, channel=3, event_handle=0x00000000
Still got the same error on the lastest nighty build :(
Nobody got a solution yet? Well, I guess I have to keep waiting... having the same problems in latest nightly.
Also got the error on Tales of the Abyss at boot time, reducing it from Graphically Broken to basically No-Boot.
Looks like it calls a bunch of stubbed DSP methods then hits virtually the same critical error as seen here.
[2.440916] Service.DSP <Warning> core/hle/service/dsp_dsp.cpp:LoadComponent:157: (STUBBED) called size=0x34BB6, prog_mask=0x000000FF, data_mask=0x000D00FF, buffer=0x09990020
Stubbed calls getting and setting the state of DSP Semaphores, probably not important
A Kernel error about an SVC thread that's probably not relevant
[2.559250] Audio.DSP <Critical> audio_core/hle/pipe.cpp:PipeWrite:166: pipe_number = 3 unimplemented
Same line in the same file, so I guess it's the same problem.
Does that game use AAC music? My theory on why Megamix won't run is because AAC is unimplemented, and the game seems to depend a lot on the music file (for example i changed one of the music files and it sped up the gameplay for some reason)
I think that's not the main problem. The original GBA Music in the recording gallery of Mario & Luigi: Superstar Saga + Bowser's Minions also use AAC format, I tested it and it just skipped them, no hanging or crashing.
I can't really tell what codec it's using. Maybe it does use some AAC and acted like Superstar Saga did for 1425720626 before this started happening. It did work going back to at least July. Maybe someone (Probably me) needs to do a binary search of old Nightlies to find exactly when it broke. AFAIK, Rhythm Heaven Megamix has never worked. Though I think it might have played the intro screens for the songs which it doesn't now.
It does the same thing for me.

now it shows another message
Really want this to be fixed thought, i'll be patient and check everyday to see how this goes, it's all on you guys since I don't know shit about programming
I wouldn't hold your breath, nothing's going to happen until the Sound Emulation is looked at. At the moment, it appears most of the attention is being placed on timing and shading.
So far we know of only two games it effects. One has a (arguably better) version that can be emulated in PCSX2 and the other is basically a 'Greatest Hits' collection of Rhythm games, a genre that emulates poorly anyway.
The issue has sat here for over a year. It might sit here for another year.
As for the change above, PipeWrite's probably been expanded, bumping the the issue from Line 166 to Line 181. It's probably exactly the same call doing it though. Looks like it's been allowed past it though to the next line where it crashes for a different reason. Dunno, not a dev.
Also, confirming that the same thing still happens in Tales of the Abyss.
Latest canary build log:
citra_log.txt
I have imported a fully passed save data from a real 3ds console.
I found that it can not skip aac file loading or some service warnings.
Still wanted to be fix.
Just tested with the latest nightly and canary. Still an issue. (Windows x64)
..might not help but on the latest nightly, it still won't work. just for some updated status
canary
A issue:
[ 35.633443] Audio.DSP <Critical> audio_core/hle/hle.cpp:PipeWrite:186: pipe_number = 3 unimplemented
[ 35.633449] Debug <Critical> audio_core/hle/hle.cpp:PipeWrite:187: Unimplemented code!
Is there a LLE audio option?
LLE audio is implemented, now you can play it on the latest Canary build.
Too slow and laggy though.
Can confirm, LLE lets Rhythm Heaven into the Rhythm games and Tales of the Abyss now boots.
Speed is 1/5th of correct on my system, but this will eventually get ironed out. Props to the devs!
Just a note to reference that this is fixed with PR #4490
Game works in HLE with the newest additions by @B3n30
I am glad now can play with HLE and Fast , but the music just like hissing (I don't know how to tell, like repeat and loud static sound) I think i need wait for next update 馃槃
**Edit
I forgot to get ffmpeg for windows , it's fixed now 馃槅
and not sync ,
DSP LLE is merged. Please continue to track this issue on while we fix DSP HLE.
Not sure if this is the right thread to bring this up in, but I've noticed that the audio in all levels (so intros + the actual songs) are sped up, and so is gameplay. This extends to pitch as well.
Tested on Canary 1162 (current nightly build does not support this game.)
I'm not seeing any black screens anymore, and it's out of canary, so I think this specific issue can be closed (https://github.com/citra-emu/citra/issues/4649 should remain open however)
Most helpful comment
Game works in HLE with the newest additions by @B3n30