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  #11  
Old 24th April 2013, 03:58 PM
et500 et500 is offline
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Maybe the SyncAudio and fixed audio timing options could be automatically disabled when using specific plugins, regardless of settings found in rdb and Project64.cfg.

This would make it much easier to work and experiment with different audio plugins.
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  #12  
Old 24th April 2013, 05:37 PM
Azimer Azimer is offline
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Thanks zil. I posted the URLs.

I am still researching a silver bullet for audio timings either emulator-side and through plugin. I had a lot of success with PJ 1.6 source code but I kept running into a scenario where a game was not exactly filling the buffer as I anticipated. I am writing a test program right now to probe the N64 hardware and determine what is actually going on. I really want to see DK64's rap intro to be 100% perfectly timed. I get really close but far from perfect.
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  #13  
Old 25th April 2013, 12:25 AM
zilmar zilmar is offline
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Quote:
Originally Posted by Azimer View Post
I really want to see DK64's rap intro to be 100% perfectly timed. I get really close but far from perfect.
I would love to see that as well .. not sure if I need more better timing in the core (like rsp taking more time).

anyway I have sent a pm giving you a link that should give you write access to the pj64 git
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  #14  
Old 25th April 2013, 04:53 AM
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shunyuan shunyuan is offline
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Quote:
Originally Posted by Azimer View Post
Give my new plugin a try with PJ v2.0. I started work on it last year but thought with 2.0 being public I would disable what isn't finished and get something out.

I am not happy with some of the PJ 2.0 changes vs 1.6 for handling audio. It seems when you disable Audio Timing and Audio Sync in the emulator and let the audio plugin do the AI emulation it seems to be comparable to 1.6.

I would provide a download link but the forum isn't letting me until I post more. You can find it in the Apollo forum on EmuTalk or on the apollo website.

Edit:
Feed Back Thread at EmuTalk
Download hosted by Emulation64
I have tested your plugin with

F-Zero X,
Zelda OOT,
Mario64,
RR64

with project64 1.6 and 1964.

The audio quality is very high, great plugin.

Last edited by shunyuan; 25th April 2013 at 05:19 AM.
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  #15  
Old 25th April 2013, 05:11 AM
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Lithium Lithium is offline
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Quote:
Originally Posted by zilmar View Post
Give my new plugin a try with PJ v2.0. I started work on it last year but thought with 2.0 being public I would disable what isn't finished and get something out.

I am not happy with some of the PJ 2.0 changes vs 1.6 for handling audio. It seems when you disable Audio Timing and Audio Sync in the emulator and let the audio plugin do the AI emulation it seems to be comparable to 1.6.

I would provide a download link but the forum isn't letting me until I post more. You can find it in the Apollo forum on EmuTalk or on the apollo website.

Edit:
Feed Back Thread at EmuTalk
Download hosted by Emulation64
Great work, i'm ever use your audio plugin, imo the best availiable.
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  #16  
Old 25th April 2013, 05:14 AM
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the_randomizer the_randomizer is offline
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Just tested the emulator and Bomberman 64 sounds a lot better, still has some odd quirks (like slight speed ups on certain parts), but I heard no crackling

Here's a sample.

http://filetrip.net/dl?XIqlWqjvmY

Methinks it's related to buffer overflow or something to that effect, which is why it's happening in Shunyuan's plugin but not in Azimer's. Glad he returned to the emulation scene!

Shunyuan's requires that fixed timing audio to be on
Azimer's requires that fixed timing audio to be off

Not a bad thing at all, the more plugins I have to test, the better.

I should note that the VI/s is 60-63 with Azimers but around 59/60 with Shunyuan's.....weird.
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Last edited by the_randomizer; 25th April 2013 at 05:29 AM.
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  #17  
Old 25th April 2013, 07:50 AM
Azimer Azimer is offline
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For best results turn off fixed audio timing and sync audio in the rom setting. The emulator should lock on 60 VI/s (61 when you rerun a rom but I think that's a cosmetic bug?). My goal when starting the new audio code was to allow the emulator to stay locked at 60 VI/s without getting any audio defects. I have more ideas on how to achieve this (ab)using zilmar's spec. Ultimately, the timings need to be fixed in the emulator causing the audio plugin to become nothing more than a stream player.
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  #18  
Old 25th April 2013, 01:47 PM
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shunyuan shunyuan is offline
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Give my plugin a try, comments and suggestions are welcome.

Shunyuan's HLE audio plugin.
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  #19  
Old 25th April 2013, 02:30 PM
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the_randomizer the_randomizer is offline
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Quote:
Originally Posted by Azimer View Post
For best results turn off fixed audio timing and sync audio in the rom setting. The emulator should lock on 60 VI/s (61 when you rerun a rom but I think that's a cosmetic bug?). My goal when starting the new audio code was to allow the emulator to stay locked at 60 VI/s without getting any audio defects. I have more ideas on how to achieve this (ab)using zilmar's spec. Ultimately, the timings need to be fixed in the emulator causing the audio plugin to become nothing more than a stream player.
I thought I disabled that, but I guess I didn't. Will try again.
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  #20  
Old 26th April 2013, 12:06 PM
et500 et500 is offline
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Whats the deal with HLE audio today, for me LLE audio mode in both current HLE plugins always runs and sounds better and crackles less.

LLE is supposed to be more accurate but is there any reason to still use HLE audio and should it run faster or better in theory? Does it fix any emulation problems?
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