It works fine with SMG, but some other games still have crackles/screeching or robotic sounds since there is something wrong in the code somewhere.
You also need to be able to run LLE at full speed or close to full speed else those constant brief pauses get annoying. Also games that are missing music, sound effects, missing notes, improper sound effects actually have their proper audio with LLE.
Except for some games which have minor audio issues with LLE, LLE has more correct sound and music than HLE. A lot of the major issues with HLE are non-existent with LLE since it's accurately emulating the actual hardware. Once speed issues are worked out and LLE JIT is working properly, and these minor issues are fixed it should be a superior replacement for the HLE plugin. I posted a video here to give an idea how well LLE is working with Super Mario Galaxy at least.
http://www.youtube.com/watch?v=e3rl4cCAC2s
Will the LLE plugin ever be able to output Mario Galaxy sound at fullspeed even if the game speed isn't fullspeed? Or will it always sync perfectly and there's nothing that can be done if your game runs slow. That's one advantage to HLE, even if the game is slow, it makes it feel less slow when the music is fullspeed.
That actually is a disadvantage, not an advantage of the HLE plugin. A quick look at all the reports of audio/video desync issues confirms that, syncing audio and video is the proper (accurate) way to do it as it has less issues. I'm not sure, but audio smoothing/streaming in conjunction with time stretching might solve that issue with the LLE plugin.
It is unlikely that there will be much more work on the HLE plugin, if at all. It's just too difficult to fix the issues that HLE has, and due to the nature of HLE some issues are unresolvable. LLE is what is being focused on and will likely be what replaces HLE once the kinks are ironed out, and improvements are made to LLE JIT to bring it up to the performance of the HLE plugin.
i haved disabled the audio, but i had a black screen freeze on the third grand star 8|
(10-29-2010, 12:35 PM)Xtreme2damax Wrote: [ -> ]That actually is a disadvantage, not an advantage of the HLE plugin. A quick look at all the reports of audio/video desync issues confirms that, syncing audio and video is the proper (accurate) way to do it as it has less issues. I'm not sure, but audio smoothing/streaming in conjunction with time stretching might solve that issue with the LLE plugin.
It is unlikely that there will be much more work on the HLE plugin, if at all. It's just too difficult to fix the issues that HLE has, and due to the nature of HLE some issues are unresolvable. LLE is what is being focused on and will likely be what replaces HLE once the kinks are ironed out, and improvements are made to LLE JIT to bring it up to the performance of the HLE plugin.
Yeah, i know it is accuracy with the music sync. But some people just can't get the game to run at fullspeed. The lag is easier to deal with when the music is fullspeed. You don't notice the lag as much. I guess that's a no though...
It might be possible though with audio smoothing/steaming with the already supported time stretching of the LLE plugin. Although I'm not sure what problems that would cause if any, I'd rather it be an option to run audio output ahead of video output in case it does cause problems.
No, just use LLE to pass or disable audio.
The problem is likely related to buggy AFC looping, and it seems like the AFC decoder won't be fixed for the HLE plugin since the LLE plugin can already ouput audio fine for most games and is accurate to the real hardware. The developers are concentrating on speeding up the LLE plugin and fixing minor issues with the LLE plugin, which will (likely) replace the HLE plugin eventually.
but with lle the games won't start, because there is an error
how i fix that?