Closed GoogleCodeExporter closed 8 years ago
[deleted comment]
Amazing work... Please attach me the source patches... I really Curious about
your changes... I have nearly finished a new analog touch control system...
Finally is playable starwors without a wii classic controller :)I think is a
big improvement on playability... So I would like to publish a new version in a
few days, it would be nice to include your patches also...
Original comment by seleuco....@gmail.com
on 25 Jul 2011 at 12:21
Here they are. "minimal.cpp" has most of the changes, there's only a one line
change in "sound.cpp". I've removed the AudioUnit (low latency) code as it is
not needed anymore.
Changes are:
* correct rate, stereo, fps from MAME engine are processes correctly by the
AudioQueue sound functions and buffers.
* sound going out of sync fixed
* stereo support.
* multiple sound rates supported
* 44khz stereo seems to work well with most games on iPad 1.
* it seems to have fixed jerky gameplay, possibly it was the AudioUnit code
causing that. Much smoother.
I have also been working on the Cyclone code but have hit a stopper with the
ancient Assembler in XCode (and toolchain). It won't fully compile with those.
I've tried contacting the Cyclone authors to see if they can help - I don't
think much work is involved but I don't know ARM assembler. They recently
removed the R9 register usage in the Cyclone code. I've finally got the
toolchain 3.1.2 working on Ubuntu 9.10 also, but I've realised it probably
isn't required as XCode seems to do everything I need. I was hoping the
toolchain supported ELF objects, which would have helped compiling the Cyclone
code, but it also generates Mach-o objects.
Regards
Simon Quinn
Original comment by squid123...@gmail.com
on 25 Jul 2011 at 9:47
Attachments:
Great news on the analog touch control, I love starwars etc.
Original comment by squid123...@gmail.com
on 25 Jul 2011 at 9:49
I wiil be out of home two days... So I cant add your changes till then. I ask
me one thing... I supposed that audiounit is the low level sound API used for
apple to do real time audio. So I suppose that the overhead is less, since it
not pass througth mixer and the latency is far better... The drawback is that
you must queue the sound buffers and that is not a well know iOS API... Limited
sound rates ...since it is not preprocess by mixer... I hope it is a little
faster than it's counterpart audioqueue... what do you think?
Original comment by seleuco....@gmail.com
on 25 Jul 2011 at 11:13
Yes, the AudioUnit is very low level. As the Apple Docs say it would normally
only be used for critical timing stuff like music sequencers and VOIP that must
have very low latency for simultaneous I/O. The latency we are talking about
with game sound and the audioqueue is not noticeable, it's still pretty low
latency with the audioqueue, i.e. accurate to a frame or two. I haven't noticed
any latency issues with the new code. Using such low level calls seems to cause
delay issues (stuttering), these don't seem to appear with the queue as it is
threading the load into the actual sound hardware through the O/S.
I had the same issue with ZodMAME on the Tapwave, first used the low level API
but had stuttering issues, then went to the equivalent of the queue and it
solved those with no performance hit.
Original comment by squid123...@gmail.com
on 25 Jul 2011 at 1:46
You right, there had stuttering with audiounit with very demanding games, 2
frames are 40 ms more or less delay it is good enough with your audioqueue
fixes... :)
Original comment by seleuco....@gmail.com
on 25 Jul 2011 at 2:27
I have been able to analyze your fixes with mi little iPhone... It seems that
the problem was relates do a fixed frame count and not setting the frames
according to the games fps... :) anyway I need my desktop computer ... To get
on the deeper ;)
Original comment by seleuco....@gmail.com
on 25 Jul 2011 at 2:55
Closed
Original comment by squid123...@gmail.com
on 22 Sep 2011 at 12:13
Original comment by squid123...@gmail.com
on 22 Sep 2011 at 1:05
Original issue reported on code.google.com by
squid123...@gmail.com
on 24 Jul 2011 at 9:56Attachments: