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Destroyed HLE AAC Decoder (markdown)
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During our reverse engineering efforts, it was found that Pokémon X/Y use `AAC` files for the music.
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So, to achieve feature parity between LLE & HLE audio, our developer B3N30 implemented an HLE AAC decoder.
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This makes Pokémon X/Y work at full speed, with audio, without using the slow LLE method.
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This feature depends on `AAC` codecs which, unfortunately, due to patent issues, we cannot include in the builds.
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You can get these files by following the instructions below.
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**Please note that this method might not improve audio or performance for all games that started working on LLE.**
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### Instructions
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* If you are using **Windows** or **macOS**, you don't need anything else. It will work directly. Download the latest Citra build [here](https://citra-emu.org/download/).
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- **Note:** If you are using **Windows N**, then you will have to install the [MediaFeaturePack](https://www.microsoft.com/en-us/software-download/mediafeaturepack) for HLE AAC decoding to work. This is because the DLLs used by Citra aren't available on Windows N, by default.
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* If you are using **Linux**, you need to have a compatible version of libfdk-aac or FFmpeg installed.
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- Both are included with the Flatpak runtime, so if you are using the Flatpak you don't need to install anything.
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- libfdk-aac 2.0+ should work with Citra, if available through your distribution's repositories. This is usually the easiest to install a compatible version of.
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- Ubuntu: `sudo apt install libfdk-aac2`
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- Arch: `sudo pacman -S libfdk-aac`
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- Fedora: `sudo dnf install fdk-aac` (or `fdk-aac-free`)
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- If you want to use FFmpeg instead, we build against FFmpeg 6.0 headers by default.
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- If you use the AppImage you will need to have a compatible version on your system, which may or may not be available depending on your distribution.
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- Otherwise, you can manually build Citra from source and enable using your system's FFmpeg headers, to use whatever version you want.
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