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#201
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My rig: CPU: Intel Core i7 4470 3.4 GHz to 3.9 GHz Video card:: MSI nVidia GTX 970 4 GB GDDR5 OS: Windows 7 Professional 64-bit RAM: 16 GB DDR3 SDRAM 10600 HDD: 2 x Western Digital 1 TB HDDs Monitor: 23" Asus Full HD LED Oh, and Snes9x > Zsnes in every way |
#202
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Can't build due to missing xaudio2.h. Damn xaudio2, its pointless and slow in XP anyway.
Last edited by Frank74; 30th April 2015 at 03:21 AM. |
#203
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![]() ![]() Testing the intro in that game sure is a pain. Too many issues. Turns out that the stuttering seems to be caused by the CPU recompiler & video plugin, although I still don't know why some audio plugins don't have the stuttering. |
#204
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#205
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![]() Just did some testing, and now I think I understand the issue. In resource intensive scenarios, the buffer needs to be higher. I guess I see what people mean now, when they say lower buffer requires a faster cpu. That also explains why it seems kinda random sometimes. |
#206
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Though I have no idea how Azimer will be able to respond to it since it's a relatively large fork. Although I have little preference between DirectSound and XAudio2 since they are both DirectX, COM-based, C++-bound mediums of Microsoft's control.
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#207
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I'll try your branch. I didn't have dsound headers either, so downloaded the June 2010 DX SDK, and it has xaudio2 as well.
Been playing with Steingberg's ASIO 2.3 SDK. 413kb for ASIO SDK vs 571Mb for DX SDK. |
#208
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I think I read that might be the only way to get XAudio2 working with this MinGW build, read some instructions online saying you have to install the Microsoft SDKs and include that to the MinGW include directories/paths so that gcc will just read that.
I had the standard <dsound.h> that everyone seems to be using and/or including with the source to their projects, though, so I just uploaded that to my fork of it. Unfortunately for the time being there's still that bug where starting emulation with the DirectSound plugin uses up a full CPU thread, at least on my end.
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#209
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I will have to do a few build tests to ensure I can get it compiled using the VS2013 IDE with no obvious flaws and have to take your word for it on the rest with MinGW. I should have a spot of time this evening to do so.
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#210
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Yeah, think I checked about 4 to 6 times in-between some commits on MSVC to check that none of my MinGW changes, accidentally'd anything in the MSVC build. Seemed to work fine for me. (Well might have only ran it by the audio playback in actual runtime testing like once.)
Also I can always edit/update the pull request branch if you see anything that looks like there might be a more understandable way to do it. I'm used to doing that a bit from zilmar's feedback on my project64 PRs haha.
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