SVN Sound Core Replacement
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This sounds MUCH better... still, I don't really think this is accurate... The sound effect 3-4 seconds in is wrong. But, I know this is still WIP, so I'll wait for the finished product before casting any judgments.Nach wrote:We made some progress, note we still have some things to work out, so the final version will sound better than this recording, right now we're dropping the occasional sample.
http://nsrt.edgeemu.com/audio.mp3
That's for Chrono Trigger fans. A lot of the Lavos sounds which never played right now do. So Square annoyances are almost gone
Note I cut out some silent areas from that file, and there may also be a bit of quality loss from the compression. However if you were familiar with the Lavos sound before, you'll hear how much this is improved.
I did notice that the Lavos Bit sound effects sound really good.
Edit: The background music does fade in and out, my mistake. Just confirmed it. The sound effect 3-4 seconds in is incorrect though.
Last edited by Talbain on Sun Mar 11, 2007 8:24 pm, edited 1 time in total.
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The sound core is implemented, it's really the sound output that is being waited on. If you make a build, you can play back the wav file in the directory ZSNES is in and see how much better it is.
At the moment, there are other pending stuff to do in SVN... like completion of the OpenGL support.
At the moment, there are other pending stuff to do in SVN... like completion of the OpenGL support.
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Um no. It's mostly completed. Many games you can still hear missing notes or stretched notes in the WAV.Deathlike2 wrote:The sound core is implemented, it's really the sound output that is being waited on.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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No. The core rewrite is being done after the next release or two. The current core will be tweaked probably at least once more before the next release. When the old core gets dumped, then you should expect most, if not all games to implode on you when the new core is inserted (especially savestates). The graphics (new graphics engine) will probably not be worked on during this period.Talbain wrote:Is this being reworked at the same time as the CPU and GPU (there may be more accurate terms for these two processors on the SNES, but I don't know them, so I'm using the computer equivalents), or is it separate from the two aside from timing?
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No, read carefully. The new sound core is in, but it is still imperfect.RealmRPGer wrote:Okay. By the sounds of it, this new sound core isn't going to in for a loong time... So I should prolly just use an older version to play right now instead of waiting..
1) SDL has output, but then again, the SDL sound output code isn't perfect IIRC.
2) All other ports have no sound output.
3) There are still some SPC bugs, and we have yet to integrate blargg's latest research/update to our source (we have one of his older versions in).
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How-to compile ZSNES port SDL ????
Now I use MinGW with this command-line :
What change ????
Now I use MinGW with this command-line :
Code: Select all
make -f makefile.ms PLATFORM=win32 CPU=athlon-xp RELEASEGRADE=no
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Well, until I see otherwise, it pretty much is, for the time being anyway.Deathlike2 wrote: 1) SDL has output, but then again, the SDL sound output code isn't perfect IIRC.
Problems you hear with it are issues with us not using blargg's latest stuff yet.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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SDL port was meant for anything but Windows or DOS.momotaro wrote:How-to compile ZSNES port SDL ????
Now I use MinGW with this command-line :What change ????Code: Select all
make -f makefile.ms PLATFORM=win32 CPU=athlon-xp RELEASEGRADE=no
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Yeah, I read that. And to me it sounded like "yeah, it's in there, but we can't be arsed to actually make it output to speaker."Deathlike2 wrote:No, read carefully. The new sound core is in, but it is still imperfect.RealmRPGer wrote:Okay. By the sounds of it, this new sound core isn't going to in for a loong time... So I should prolly just use an older version to play right now instead of waiting..
1) SDL has output, but then again, the SDL sound output code isn't perfect IIRC.
2) All other ports have no sound output.
3) There are still some SPC bugs, and we have yet to integrate blargg's latest research/update to our source (we have one of his older versions in).
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SDL sound output is *completely* broken on OS X in the latest SVN. I mean, it outputs sound, but it's beyond terrible. I can provide you with a wav/mp3 if you want. It worked just fine on 1.51, though.Nach wrote:Well, until I see otherwise, it pretty much is, for the time being anyway.Deathlike2 wrote: 1) SDL has output, but then again, the SDL sound output code isn't perfect IIRC.
Problems you hear with it are issues with us not using blargg's latest stuff yet.
EDIT: Nevermind, I'm stupid, I misread that. I thought SDL wasn't going to get any sound changes at all.
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Ok, finally DDraw+OpenGL are coexisting happily.
Sound should be very close to completion for Windows... right now we're waiting for pagefault to integrate a newer version of blargg's SPC. SDL/libao code will also follow.. it will probably favor OSS since ALSA is not ideal for streaming audio (unless someone can post sane ALSA code that works across the board).
Sound should be very close to completion for Windows... right now we're waiting for pagefault to integrate a newer version of blargg's SPC. SDL/libao code will also follow.. it will probably favor OSS since ALSA is not ideal for streaming audio (unless someone can post sane ALSA code that works across the board).
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Even after the new sound core is implemented, expect things to be less featureful and slightly buggy till we iron and polish it all.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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SVN sound output is being held up because pagefault needs to be able to debug the stuff.. however, the old debugger is not hooked in with the new SPC stuff...
So instead of trying to fix the debugger to handle the SPC stuff.. the debugger is being rewritten with/in/for (?) QT.
So instead of trying to fix the debugger to handle the SPC stuff.. the debugger is being rewritten with/in/for (?) QT.
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