Closed GoogleCodeExporter closed 9 years ago
It wouldn't hurt to ask...or at least let him know that his help would be very
appreciated if he have the time and the interest in looking into this.
I also think this sound issue is very frustrating. Wii is the best way to play
some
emulators, and the only obstacle to a perfect game experience is the sound
problem.
Original comment by thiagoalvesdealmeida@gmail.com
on 1 Jun 2010 at 5:19
I did make contact with ekeeeke31 and as of right now, he's focusing on the
release
of the next version of genplus-gx (1.3.2 I think); while he didn't
specifically say
"no", he isn't going to make any promises. Maybe it would be a different story
if he
heard it from someone else....?
Original comment by nintendonerd1889@gmail.com
on 1 Jun 2010 at 2:26
Okay, update! I believe I found the value(s) that may be responsible for the
audio
skipping. I remember using emulators that had the same issue, such as Bsnes,
and I
though to myself "what's causing this!?" and then I realized "Aha! The audio
buffer
values! If I experiment with different millisecond values, I'll eventually get
to a
buffer that works!" So, then it hit me, "why can't the same be done for snes9x
in in
the audio.cpp file?" So, attached are three possible locations on where this
value
could be changed (and eventually, fix this issue). Then again, I could be way
off and
these entries have nothing to do with audio buffer.
Original comment by nintendonerd1889@gmail.com
on 1 Jun 2010 at 7:53
Attachments:
Are you sure that this problem doesn't happen with version 4.1.5? (pre-1.52
change).
If 4.1.5 doesn't really have this issue, maybe it would be interesting to
compare the
audio files on both versions.
Original comment by thiagoalvesdealmeida@gmail.com
on 1 Jun 2010 at 8:48
[deleted comment]
The APU is completely different in 1.51 than 1.52. There's a setting called
Settings.SoundSync and S9xSyncSound() that I don't know how to use, and
Settings.SoundInputRate, which the docs say if you set lower than 32000
can "eliminate crackling". Last but not least, there's S9xInitSound() which you
can
use to change the buffer size and lag. It's all in the docs (http://snes9x-
gtk.googlecode.com/svn/trunk/docs/porting.html).
Original comment by dborth@gmail.com
on 1 Jun 2010 at 10:36
I never thought of doing that, so, what I did is compared the two versions of
audio.cpp (4.1.5 and 4.1.9) and took screeshots of them to see what I could
find out.
The values look the same, but I did notice extra lines of code that one had,
but not
the other. If these are too big to attach on the thread, please tell me.
Original comment by nintendonerd1889@gmail.com
on 1 Jun 2010 at 10:38
Attachments:
Version 4.1.5 don't have this audio issue... If this is really a Wii
limitation, like
eke-eke said, why this problem only occurs on the 4.1.6-4.1.9 versions, but not
on
4.1.5 and above? Sure the APU is different, but the frequency and other audio
settings are the same.
Maybe it's not that complex and some other change between 4.1.5 and 4.1.6
created
this problem, or the new audio core needs a different configuration...I don't
know.
It just doesn't look to need a major change just to do something that an older
version already did.
Original comment by thiagoalvesdealmeida@gmail.com
on 2 Jun 2010 at 3:45
My thoughts exactly. The difference doesn't look that big compared to newer
versions,
but who knows?
Original comment by nintendonerd1889@gmail.com
on 2 Jun 2010 at 3:49
Original comment by dborth@gmail.com
on 21 Jun 2010 at 1:37
Original issue reported on code.google.com by
thiagoalvesdealmeida@gmail.com
on 26 May 2010 at 1:30