Dolphin, the GameCube and Wii emulator - Forums

Full Version: New AX HLE: what is it and how does it work?
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(12-06-2012, 09:54 AM)unicorn Wrote: [ -> ]when you launch a game, background music stop after 30s-1 min and i think the game hang (not only the sound) for ~100ms sometimes (not happen with HLE official build).
I can confirm that the music drop glitch still happens in the official builds. It happens hard.
Hey, this sounds like a cool idea. I was familiar with ARAM and DSP things before (but SNES ones which had the same purposes for both consoles) but it's good to know more about Wii ones.

I didn't browse the whole thread and I want to ask if there's any build with your new HLE yet?


BTW, is SMG/2 working well with it?
http://dolphin-emu.org/download/branches/

Here ya go. (Next time, pls use the forum search, thx)
Since I don't own a particularly fast CPU, I cannot test this, so I must ask instead.

With the new AX HLE, does audio still play at their normal speed even if you run the emulator at like 90fps/150%? In particular I had a blast the one time I played F-Zero GX at that speed, and the audio being played at normal speed made the experience all the better.
No, because that's not how it works on real hardware. Sound mixing speed is linked to the CPU speed and the audio DMA speed, which are both sped up when you ask Dolphin to run at 150% speed.
I just tried the latest ax-hle build on GC Pokemon XD and the audio speeds up when the gameplay speeds up. I've been able to set the IR to 3x (with the master build, best I could get was 2.5x). I can even run the game at 4x, but the game speed and audio speed is too fast (125% or something like that). The biggest frustration I'm having is the change in game speed depending on what's going on in-game. When I'm battling and a pokemon's moves are being rendered, the game speed slows down to as low as 64%. But when I'm just moving about, the game speed runs as high as 106%. I don't mind the faster than 100% game speed, but the difference in speeds is annoying. I'm not sure if this has to do with the fact that I'm running the IR at 3x and running the game either fullscreen (1920x1080 full HD) or full window (1920x1070?). I've tried playing around with Force Texture Filtering, Per-Pixel Lighting, Skip EFB Access From CPU, and EFB Copies - Texture VS EFB Copies - RAM (at Safe), but none of them seem to make a significant difference in game speed during and outside battle.
This has nothing to do with audio emulation. Also, new-ax-hle was merged to master not long after 3.5 was released, so you should not use new-ax-hle builds until I get back to working on it.
(01-07-2013, 01:06 AM)delroth Wrote: [ -> ]This has nothing to do with audio emulation. Also, new-ax-hle was merged to master not long after 3.5 was released, so you should not use new-ax-hle builds until I get back to working on it.
I'll reinstall 3.5 then. But if it has nothing to do with audio emulation, then why does the speed issue only occur with new-ax-hle, and not 3.5? In fact, with 3.5 the same game runs quite a bit slower - both game speed and audio. Any ideas on what is going on, or how I can figure out what is going on? I've tested it out with new-ax-hle and 3.5 with the same config and graphics settings.
(01-07-2013, 12:24 AM)delroth Wrote: [ -> ]No, because that's not how it works on real hardware. Sound mixing speed is linked to the CPU speed and the audio DMA speed, which are both sped up when you ask Dolphin to run at 150% speed.
This makes me extremely sad. Sad That would mean we'd be stuck with Dolphin v3.5 for any "fast-forwarded" gameplay...

So I suppose it would also be impossible to run the DSP at Wii clocks while running the CPU & GPU at GCN clocks to get that flawless audio at 150% speed? (since, you know, Wii clockrates are exactly 150% of the GameCube's)
Does the Accurate Vbeam + No Idle Skipping trick not help there?

Also, you mixed it up, if the DSP ran at Wii clocks sound would be faster. And I dunno if the Wii's clockrates are exactly 150%.
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