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RPGMaster: Yeah, but with LLE you just have audio quality to fix. With HLE you have multiple things to fix all at once. I would rather fix and then add HLE in later on.
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ok thanks for your responses
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Which is faster? Do you get more speed from the emulation if you tell Project64 to use LLE while using Shunyuan's audio, or if you say use High-level audio when using it |
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For now I'm going to focus on learning how to deal with the common issues. First thing I need to do is master the API. If there's no reason to use Direct Sound 8 over XAudio2, then i will use XAudio2. |
No not really, go ahead and use XAudio2. In this day and age it'd be rather masochistic not to. We need less DS plugins more others. :p
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Alright, Xaudio2 it is.
Well looks like my theory was incorrect anyway. Using 1964 1.1 recompiler with Jabo d3d6 1.52, sync audio still slowed the fps in SM64. So that method is not a good solution imo. Sure if you don't mind fps fluxing, then use it, but I like having a stable fps. One interesting thing though is, I can play around with the ms sleep time and reduce crackling (not completely), but at least keep the stable fps. Anyone have advice on buffers? I think that 4 buffers would work better than 3. Doing 4 helped with the timing in Zilmar's basic audio for SSB64's intro, but I think i didn't do the algorithm 100% correct. |
I had a big old response typed out but the site logged me out mid-message. I recommend emulating the length register more accurately and making sure you emulate the status register to prevent overruns. Best you can do with an inexact plugin spec. This should make 60/50 fps possible without audio issues.
Yes... I am oversimplifying. |
Yeah hate it when that happens (site log-out while posting), if you use FireFox and you still have the same tab open then pressing Back enough times till you're at the page where you were replying should normally retrieve a cache of the attempted reply.
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