Go Back   Project64 Forums > General Discussion > Open Discussion

Reply
 
Thread Tools Display Modes
  #21  
Old 7th June 2014, 03:51 AM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

Quote:
Originally Posted by Azimer View Post
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.
Alright, thanks for the advice. I noticed your plugin plays certain games like Quest64 well, while most require audio sync to play the music at its normal pace. Yet if I turn the audio sync on for 1964 Audio or Jabo, the fps slows down significantly. Before, I was actually convinced that those games just naturally played below 60fps.
Reply With Quote
  #22  
Old 7th June 2014, 02:03 PM
Azimer Azimer is offline
Project Supporter
Member
 
Join Date: Dec 2005
Posts: 74
Default

It's a side effect of PJ 2.1 trying to fix audio incorrectly by introducing a hack. If you turn both audio options in the rom settings, it will sound much better with v0.60 WIP 2. Or use PJ 1.6 (my target at the time). The plugin spec is a lot of messing around with timing since you can't sync it with the speed of cpu emulation.
Reply With Quote
  #23  
Old 7th June 2014, 06:32 PM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

Quote:
Originally Posted by Azimer View Post
It's a side effect of PJ 2.1 trying to fix audio incorrectly by introducing a hack. If you turn both audio options in the rom settings, it will sound much better with v0.60 WIP 2. Or use PJ 1.6 (my target at the time). The plugin spec is a lot of messing around with timing since you can't sync it with the speed of cpu emulation.
I usually have both those options unchecked in pj64 2.1. Fixed Audio definitely messes up the audio for some games. Although for some reason, I need it on if I want to use AQZ.
Reply With Quote
  #24  
Old 7th June 2014, 09:36 PM
Azimer Azimer is offline
Project Supporter
Member
 
Join Date: Dec 2005
Posts: 74
Default

Quote:
Originally Posted by RPGMaster View Post
Although for some reason, I need it on if I want to use AQZ.
What's AQZ?
Reply With Quote
  #25  
Old 7th June 2014, 09:46 PM
HatCat's Avatar
HatCat HatCat is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Feb 2007
Location: In my hat.
Posts: 16,236
Default

Some people call it "AQZ's" input plugin or whatever.
http://forum.pj64-emu.com/showthread.php?t=1973

It's some closed-source implementation of NetPlay which substitutes KailleraClient and uses TCP/IP instead of UDP I think, via the Controller #1.0 plugin spec. I'm guessing RPGMaster means "Fixed Audio Timing" in Project64 affects the ability to initialize some sort of synchronization that this plugin assumed was true for Project64 1.7 (it was meant only as a temporary solution until zilmar added NetPlay officially).
Reply With Quote
  #26  
Old 7th June 2014, 10:31 PM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

Lol sorry, I have a bad habit of shortening names. And ya I meant the Fixed Audio Timing option in PJ64 2.1 for using AQZ's plugin. That's a shame I'd have to mess up the audio, for netplay lol. I wonder if Kaillera also messes up the Audio. I'll have to test that sometime.
Reply With Quote
  #27  
Old 8th June 2014, 02:33 AM
the_randomizer's Avatar
the_randomizer the_randomizer is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Sep 2008
Location: USA
Posts: 1,136
Default

Quote:
Originally Posted by Azimer View Post
It's a side effect of PJ 2.1 trying to fix audio incorrectly by introducing a hack. If you turn both audio options in the rom settings, it will sound much better with v0.60 WIP 2. Or use PJ 1.6 (my target at the time). The plugin spec is a lot of messing around with timing since you can't sync it with the speed of cpu emulation.
Aw, so that's why games like Clay Fighter 63 1/3 and Ridge Racer get jacked up framerates when sync game to audio is enabled. I've always wondered that.
__________________
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
Reply With Quote
  #28  
Old 10th June 2014, 08:05 PM
RPGMaster's Avatar
RPGMaster RPGMaster is offline
Alpha Tester
Project Supporter
Super Moderator
 
Join Date: Dec 2013
Posts: 2,008
Default

Quote:
Originally Posted by Azimer View Post
Or use PJ 1.6 (my target at the time). The plugin spec is a lot of messing around with timing since you can't sync it with the speed of cpu emulation.
That's interesting that you use PJ 1.6 as your target. I haven't done a variety of tests, but Mupen64 seems to have the best audio timing. I guess it's good that you targetted 1.6 because your plugin has the best timing for SSB64 out of any plugin I've tested. If I do CF = 3 for SSB64, I rarely if ever hear any crackling either. What's interesting is that when using your plugin, the audio timing is relatively good on Pj64, even better on 1964, and very good on Mupen64. The odd thing is that other plugins that had bad timing on pj64, have good audio timing on Mupen64.

Being able to make the sound plugin work well for all 3 of the major emulators is amazing accomplishment tbh. Most don't work well on pj64.
Reply With Quote
  #29  
Old 10th June 2014, 09:28 PM
Wally123's Avatar
Wally123 Wally123 is offline
Senior Member
 
Join Date: Jul 2013
Location: Freedonia
Posts: 159
Default

Actually, you have to only uncheck the "Fixed Audio Timing" so it syncs properly without frame drop..in all the ROM settings in PJ64 2.1. The people that are complaining that the timers in Zelda:MM are out of sync are either forgetting that they have to play the song of time backwards and have Link learn that from the Scare Crow in the base of the Astronomy Tower, or never played the US version of the game.
__________________
"I find television very educating. Every time somebody turns on the set, I go into the other room and read a book."

~Groucho Marx

Last edited by Wally123; 10th June 2014 at 09:34 PM.
Reply With Quote
  #30  
Old 11th June 2014, 12:24 AM
HatCat's Avatar
HatCat HatCat is offline
Alpha Tester
Project Supporter
Senior Member
 
Join Date: Feb 2007
Location: In my hat.
Posts: 16,236
Default

You don't learn it from the scarecrow; he just tells you about it. I typically play the reversed song of time not too long after first getting the ocarina back, without talking to any of them scarecrows! Furthermore, it doesn't have to be the one in the Asstral Observatory.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 08:52 AM.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.