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Old 21st April 2013, 01:21 AM
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the_randomizer the_randomizer is offline
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Quote:
Originally Posted by FatCat View Post
It would help most, if you compared between Project64 1.6 and Project64 2.0.

Project64 2.0 is the one to introduce RDB-controlled audio timing integration and require user settings of the AI count per byte etc. controls.

But on 1.6, if the audio is wrong, it is a fault either of my RSP plugin (hah! yeah right) or the audio plugin itself.

Try your usual rsp_mle.dll to test LLE audio with Jabo's DirectSound for the most direct testing.

I would like to send you my updated mle.dll to help get a head start with figuring out the DPC_STATUS_FREEZE bit's possible application if any games use it, but I am just so busy with programming right now. Suffice it to say that I have made a very important discovery that will speed up RSP vector memory endianness transactions and speed up my RSP emulator the next time I do a release...I'm just so busy right now I don't have a lot of time to talk because I'm in the process of moving out of Texas and won't be able to log onto this site probably the next couple of nights or more.
I have indeed tested Bomberman 64 using the setup I mentioned previously (rsp_mle, Glide 64 and Jabo's Directsound 1.7.0.7) and the issue is pretty bad audio-wise with skips every two to three seconds; in fact, if you were to open the file in Audacity, you can see the gaps in the spectrogram. I recall it being an issue in 1.6 as well, but I'll test it again between the two emulator versions and maybe run some ABX tests just to make sure.

Of all the games I've tested so far, this is by far the most bizarre when it comes to how the audio is handled; whether it's the plugin itself conflicting with the timing...it's hard to say for, but yeah, ABX tests might help get definitive info.
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