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that is what i have too. also i found that pacman world 3 has some really loud static bursts in it. I just got to try it today after my friend brought over his disk, and I almost burst my earrums because of how loud it was over my headphones. it is the same kind of heavy static that is in the intro of pacman world 2. note: it does not happen at the namco logo, only no the main menu when you sift through the menu options. basically it blares the static over the speakers whenever the screen is on the main menu and has the pacman world 3 logo and the cloudy sky in the background. i will report if i find anything midgame. otherwise everything sounds as good as in LLE with much less CPU usage. great job so far delroth!
ok then, the sound is really corrupted in game in the trash pit. the msuic has weird beeps every now and then, and occasionly the music cuts out. not very good sounding even if you have full speed.
sorry delroth, but aside from the few minor crackles you would expect from emulation that you barely notice, the master hle works perfectly for pacman world 3. you are going to have to look at the master code in 3.0 840 and see what makes pacman world 3 run perfectly in HLE master, and then find a way to copy it into New AX hle. hope this can get fixed soon. voices cut out mid game, the music cuts off all the time and it sounds like what the majority of games sounds like with HLE master. i am not a developer, but i wonder why HLE master works as LLE instead of NEW AX HLE working like that. anyway, it is a good thing that i tried this game, otherwise your hope for getting all the GC gmes working perfectly would go down the tubes. good luck! i will chekc to see if HLE master sounds any different from LLE and see if that helps. if it is the same, you will need to find whatever in the HLE Master is making it run perfectly and copy it into NEW AX HLE.
shellashock, the old HLE was a fucking ridiculous Rube Goldberg machine that somehow ended up magically working in certain cases; absolutely nothing can actually be learned from it since it was a gigantic mess that didn't do anything accurately hardware-wise (and no, producing audio that sounds fine has nothing to do with this). new-ax-hle uses little to no code from the old HLE, which means it can and will exhibit issues that the old HLE didn't have, and code from the old HLE can't just be copied into new-ax-hle.
On the topic of actually testing, audio in Chibi-Robo is crackly, at least under CoreAudio and OpenAL under OS X. (852, of course.)
On all New AX HLE revisions, Mario Kart Double Dash sounds fine besides the music volume is turned way down.
The soundfx are fine. If you want me to test further or provide more information I can.
Windows 8 64 Bit
MK: DD shouldn't be affected by this
(12-20-2012, 12:53 PM)ExtremeDude2 Wrote: [ -> ]MK: DD shouldn't be affected by this
Well it is, when I switch to LLE the sound returns to normal. Old HLE also worked.
MK-DD uses the Zelda ucode as opposed to the AX ucode (which this branch specifically works on). I don't think anyone's touched the code for the Zelda ucode in a while (though delroth will change that, eventually :p). It'd probably be helpful to document any perceived differences between master and new-ax-hle via sound recordings for this game, just to be safe.
Okay thanks, also when is someone going to implement a time-stretching feature? The crackling is annoying when you dip in FPS for a split second. The ultimate goal here is more efficient, and accurate sound.
Time-stretching will be implemented once delroth figures out how to implement it. I believe he mentioned the other day that he wanted to look at how pcsx2 did it.
(12-20-2012, 04:18 PM)pauldacheez Wrote: [ -> ]Time-stretching will be implemented once delroth figures out how to implement it. I believe he mentioned the other day that he wanted to look at how pcsx2 did it.
I've tweaked the code to be time-stretch-ish in my local copy. I've got my time stretch mod to match graphic speed but my pitch is very low.
By any chance, would anyone know how to modify the pitch in this AX HLE code?
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