indeed thanks for your effort. hopefully someone can help with this
[Patch] dspHLE Mario galaxy 1 music
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07-13-2010, 08:27 AM
no, don't misunderstand me, i'm not abandoning the fix for audio, i'm only short of ideas (besides of the accelerator one). For the moment i'll try to enhance code with accelerator like in the dsp core code accelerator, but don't know if it will change something. The other thing i'm trying to do, is to limit the buffer until the loop end, so when the loop end, the buffer should restart, but don't know how to do it, maybe looking to the code of AFC decoder (SMG2 first playing song loops correctly) i'll get something, but dunno how to implement yet the buffer thing. Greets
07-13-2010, 05:31 PM
Well, that's even better
Hmmm...I don't know how to get there or if you need an invitation or something, but maybe it would be good if you could enter the Dolphin devs' IRC channel...maybe there you could catch one of 'em DSP devs ^^ Well, if there's no one around here anymore.......maybe you'd want to ask one of the PCSX2 devs...they still seem to be vividly into DSP stuff
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07-13-2010, 09:32 PM
looping from buffer will not work as intended, if its just looping what passed
as there are some music that changes if you are in the water or out of the water for example. having said that, I dont know how the emulator work
the emulator works this way, besides of the mail sending and receiving, this is how the dsp works:
- Call a function to localize the PB - Call a function to recognize the format type, so it can decode it by calling the decoder and the re sampler. - Once audio is re-sampled, the dsp calls for a write function to "write" in memory. - At final stage, put all thins together and then we can hear the sound. I've must say, that I've checked the way that how the mails are beign sending and receiving, and it seems there isn't any error. @Strip the soul: Thats a good idea, I've finded it, thanks. #dolphin-emu on Efnet 07-14-2010, 07:21 AM
actually, when you a voice PB, it is decoded by the decoder xD, but inside the decoder is the loop function, first, you setup the accelerator, and then when you have the right sample, the loop will add a buffer until the remaining lenght of the sample gets mayor or equal to the real size of the sample. After then, the loop continues adding buffer until the remaining de size of the sample gets equal to zero or the remaining lenght. After that process, the you need new samples, and that is the circle and "i think" how it works. Greets
07-14-2010, 09:23 AM
(07-14-2010, 12:02 AM)Torin Wrote: I've must say, that I've checked the way that how the mails are beign sending and receiving, and it seems there isn't any error. My theory is that some of the bugs found in Dolphin's emulation are due to dodgy programming in the games. Since the games run on the Wii, they don't bother debugging it. That's the benefit to programming for consoles, everyone has the same hardware.
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07-14-2010, 11:53 AM
xD this must be for laugh. I was trying to solve the skipping problem with zelda ww with base patch of Nexxus, and by doing again the RE (I've got almost the same values, and is confirmed that Nexxus patch v2 is written like said in RE, all of his commit, so it should be commited on public svn), ive managed to reproduce exactly the same stop bug music loop from mario galaxy and the other games, so... i think i ahve to search again for the problem and watch if it can be reverted and be applied to mario galaxy xD. Greets
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