I've been playing through Mario Galaxy for the first time on Dolphin on my PC thanks to the audio not being completely busted. The reason the audio isn't totally busted is because it's actually synchronized with what the game is expecting. If the Wii/GC were to actually slow down, do you think it'd be able to process the music (there are times when the GPU in the Wii/GC slows down, where VPS is unaffected, but Dolphin does that too as well; you won't see the music slowdown during those times) at the same speed? It wouldn't, hypothetically, but some games may code around it, etc. We'll just assume it would for the example game.
Asynchronous audio simply isn't an option for those games because it caused them to break. And for the Zelda ucode games, this isn't changes that were done over years, or forgotten code (in fact, it was ignored because audio is such a headache); all the changes to make it synchronous were done in the last week! And it was done so because it improved emulation. Whether or not it improves your particular experience on certain games, that doesn't matter. If the old broken audio implementation managed to make your experience better in certain games, use those old builds with those games, but don't come complaining when it doesn't work with half your library, or the game crashes, or you run into a multitude of other problems.
I'm not the most technical guy, and I certainly do see the appeal of asynchronous audio (Hell, it was one of the reasons I was able to have such a good experience playing Mario Kart Wii at school on my laptop with friends) but I sure as hell won't argue that it's better for the emulator.
Asynchronous audio simply isn't an option for those games because it caused them to break. And for the Zelda ucode games, this isn't changes that were done over years, or forgotten code (in fact, it was ignored because audio is such a headache); all the changes to make it synchronous were done in the last week! And it was done so because it improved emulation. Whether or not it improves your particular experience on certain games, that doesn't matter. If the old broken audio implementation managed to make your experience better in certain games, use those old builds with those games, but don't come complaining when it doesn't work with half your library, or the game crashes, or you run into a multitude of other problems.
I'm not the most technical guy, and I certainly do see the appeal of asynchronous audio (Hell, it was one of the reasons I was able to have such a good experience playing Mario Kart Wii at school on my laptop with friends) but I sure as hell won't argue that it's better for the emulator.
