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  #21  
Old 26th April 2013, 12:28 PM
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shunyuan shunyuan is offline
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Originally Posted by et500 View Post
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?
Did you ever try 1964aduio plugin with 1964 emulator before?

Last edited by shunyuan; 26th April 2013 at 12:45 PM.
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  #22  
Old 26th April 2013, 01:10 PM
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i get audio popping in azimers latest wip plugin (.60), that i don't in his older wip plugin(.56)
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  #23  
Old 26th April 2013, 01:44 PM
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I never really tried 1964 audio because Azimers Plugin was superior and did not crackle so heavily. Even the improved ICE 64 audio plugin was inferior to Azimer in any regard (speed, crackling, audio quality).

Apart from that the current 1.2 Google code version of 1964 is very far from being in a usable state.
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  #24  
Old 26th April 2013, 03:47 PM
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Quote:
Originally Posted by squall_leonhart View Post
i get audio popping in azimers latest wip plugin (.60), that i don't in his older wip plugin(.56)
You did disable both fixed audio timing and fps limit, right?
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  #25  
Old 26th April 2013, 04:20 PM
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I spoke with Squall online. He said he disabling both and still getting crackles. I plan to work with him directly over the duration to see if we can figure out how to cater to his hardware while minimizing latency in playback.
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  #26  
Old 26th April 2013, 04:30 PM
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Quote:
Originally Posted by et500 View Post
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?
There's no real reason not to use LLE as far as I know. Maybe it's easier to code...?
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  #27  
Old 26th April 2013, 05:54 PM
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On modern PCs, using HLE isn't that big of a deal anymore. It was a bigger deal when we didn't quite understand RSP and computers were not fast enough to emulate it at full speed. This is still an issue on console and mobile ports however. It is also an issue in situations where saving CPU power is saving battery life.
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  #28  
Old 26th April 2013, 08:09 PM
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Quote:
Originally Posted by Azimer View Post
On modern PCs, using HLE isn't that big of a deal anymore. It was a bigger deal when we didn't quite understand RSP and computers were not fast enough to emulate it at full speed. This is still an issue on console and mobile ports however. It is also an issue in situations where saving CPU power is saving battery life.
Would using LLE fix games like Gauntlet Legends? Or is that an RSP core issue?
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  #29  
Old 26th April 2013, 10:56 PM
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For audio? No. Gauntlet Legends sounds pretty good using LLE RSP audio in PJ64 2.0 though I had to run it in interpreter and my plugin. Graphics? A design where the CPU, RSP and RDP communicate in parallel would possible fix it. I am sure there's an HLE way around it if the right person cared enough to reverse engineer the microcode.
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  #30  
Old 26th April 2013, 11:48 PM
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Originally Posted by Azimer View Post
For audio? No. Gauntlet Legends sounds pretty good using LLE RSP audio in PJ64 2.0 though I had to run it in interpreter and my plugin. Graphics? A design where the CPU, RSP and RDP communicate in parallel would possible fix it. I am sure there's an HLE way around it if the right person cared enough to reverse engineer the microcode.
Okay, that makes sense, I think the RSP plugin I have is one of FatCat's, but not the right one (as he released a bunch to try out), I'll keep testing. LLE is the right way top go though.
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