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Isn't there meant to be audio stretching? - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: Support (https://forums.dolphin-emu.org/Forum-support) +--- Thread: Isn't there meant to be audio stretching? (/Thread-isn-t-there-meant-to-be-audio-stretching) |
Isn't there meant to be audio stretching? - Franpa - 11-22-2014 Afaik one of the articles mentioned audio stretching (Might be confusing with a post on PCSX2 website) which will make the audio slow down to match the frame rate instead of stutter/skip however I've tried both audio back ends and even increased the buffer for OpenAL and they both stutter quite a bit when frame rate suffers. Is this an upcoming feature or was it recently removed? Latest Dolphin developer build from dolphin-emu.org. RE: Isn't there meant to be audio stretching? - Shonumi - 11-22-2014 It's in there, but it only works when your PC isn't bottlenecked. For example, I can run a game like MK Wii and arbitrarily set the Framelimit to 30 (I can run it 60 just fine). The audio slows down to match the speed. If I create a GPU bottleneck, however (4x IR + 4xSSAA!!) it drops down to like 37 FPS and the audio crackles. So basically, it won't work whenever there is a CPU or GPU bottleneck limiting performance. It sounds alright if you're behind a few FPS (~ 5 FPS) but usually anything greater sounds progressively worse. OpenAL can timestretch the audio even during bottlenecks, but obviously there's a limit to how effective it can be. The greater the bottleneck and slowdown, the less likely it is to remedy audio stuttering. Get past a certain point, and the audio will stutter regardless. RE: Isn't there meant to be audio stretching? - Franpa - 11-22-2014 Okay, no worries. Thanks for the information. |