Open scrutinizer80 opened 1 year ago
This is a long standing bug since "sample accurate" was added and it has to do with how PC speaker samples are "stretched" to fit the render time.
If I had frankly written the PC speaker emulation I would have just done a lazy square wave render whenever PC speaker state changes and the "event queue" thing inherited from SVN wouldn't be there.
I haven't been able to squash this bug yet.
This is a long standing bug since "sample accurate" was added and it has to do with how PC speaker samples are "stretched" to fit the render time.
If I had frankly written the PC speaker emulation I would have just done a lazy square wave render whenever PC speaker state changes and the "event queue" thing inherited from SVN wouldn't be there.
I haven't been able to squash this bug yet.
Oh I see, Correct me if I'm wrong, but I haven't seen any open issues regarding this matter. Should I leave this report open for now?
That's fine. If only to stop others from opening the same bug.
Describe the bug
Whenever the "sample accurate" option is set to true in the [mixer] section, most games using the PC Speaker distort badly. I've used the game Tapper as an example.
Steps to reproduce the behaviour
Run Tapper (for example) with the "sample accurate" option set to true, then run it while set to false & compare.
Expected behavior
PC speaker should sound the same in both cases.
What operating system(s) this bug have occurred on?
Windows 11 X64
What version(s) of DOSBox-X have this bug?
2023.03.31 SDL2
Used configuration
No response
Output log
No response
Additional information
No response
Have you checked that no similar bug report(s) exist?
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