It hasn't done anything good since the VS2013 merge; so, it should be off, I'm guessing.
Development Thread Testing of Audio Latency Fix branch
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02-13-2014, 10:46 PM
I've disabled the rate correction based on framelimiter on OpenAL backend. As the OpenAL backend itself stretches on slowdowns, it was corrected twice. Builds are updated in my first post.
02-14-2014, 04:14 AM
What's the difference between them? I have a fairly powerful computer. Does one sound better? Does the audio backend have any effect on gameplay?
02-14-2014, 04:25 AM
There should be a latency and robustness of stutters difference, but everything else should be equal. OpenAL also has a hidden feature: It stretches the time on slowdowns, but it sounds a bit strange imo.
02-14-2014, 04:29 AM
I'm noticing some distortion during certain things in skyward sword. I'm playing on DSP LLE recompiler xAudio2 without DSP on separate thread. Maybe I'll try Dsound and see if that works. I have to use DSP LLE for Mario Galaxy 2 so I just assumed to use it for Skyward Sword.
02-14-2014, 04:37 AM
I strongly recormend to use LLE for zelda ucode games (both super mario galaxy, zelda wind waker, zelda twilight princess), but for AX games, LLE isn't needed at all (eg skyward sword).
iirc xaudio is always better than dsound, but all backend should be tested in this WIP build. 02-14-2014, 05:08 AM
How do I know what a ucode game is vs an ax game? Thanks for all of the support!
02-14-2014, 05:42 AM
Try running the game in HLE with a low framelimit (like 20FPS). If the audio stutters, then it's AX uCode. If the audio doesn't stutter, then it's another uCode (very likely to be Zelda uCode in that case)
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