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by kode54 at 2:30 PM EST on February 23, 2015
There is a difference here. I cannot override the mixing employed by the games, since they calculate a fixed number of samples at a pre-determined sample rate. Overriding that would require significant work.

So you still get 16KHz or 22KHz or whatever, cubic resampled and filtered by the game code and/or the HLE RSP, then upsampled to 44100Hz using a windowed sinc algorithm.

I could make the resampling optional, but my intention is to make it portable, and simple to use. I won't be including the SoX resampler itself, due to complexity.
by Mouser X at 3:02 PM EST on February 23, 2015
Kode54:
Since it wasn't obvious (or even hinted...) from my previous response in this thread (again, sorry about the "hijacking", but I got the impression some explanation/background would help to clarify Knurek's concerns over M3U support), I wanted to say thank you. You do awesome work. Hopefully a new "core/engine" will alleviate some of the problems that USF rips have suffered from (largely the previously mentioned speed issues). And while I definitely praise your efforts (and time spent of course), I doubt I'll be able to take advantage of your improvements, as I still use Winamp.

Even so, giving you a big "THANK YOU" is completely well deserved. Good luck, and I look forward to seeing your great, and continued, work. Mouser X over and out.
by punk7890-2 at 3:29 PM EST on February 23, 2015
Ah okay. I thought it'd be hard to implant. Either way, using an external resampler is still better then just plain 22KHz . Thanks for your work! Will keep an eye on this.
by dogman91x at 10:24 PM EST on February 23, 2015
Resampling would only diminish the quality. The reason I use it is because my DAC doesn't support sample rates below 44.1khz. It would be nice to see interpolation features though like cubic or sinc.
by kode54 at 3:14 PM EST on February 26, 2015
Games already use cubic interpolation, and there will not be a sinc interpolation option, even for HLE audio, since it requires storing more data than games are designed to store.
by dogman91x at 3:34 PM EST on February 26, 2015
by kode54 at 8:25 PM EST on February 26, 2015
What I mean is, doing sinc interpolation requires me to make assumptions about the use of the cubic interpolation functions. The existing functions do not take a steady stream of samples, but rather, a steady stream of decompressed samples. I would have to know which stream is being interpolated at what time, which I don't think is really possible. ALists will likely process through stages of decompressing sample data to temporary buffers, then cubic resampling that data to other temporary buffers, then mixing those buffers into the next output stage. I don't know if the samples are all decompressed to different buffers, or to the same buffers. It would require significant analysis of AList processing.

I've uploaded a build for foobar2000 here:

http://kode54.foobar2000.org/foo_input_usf.fb2k-component

edited 2:09 AM EST February 27, 2015
by punk7890-2 at 9:04 AM EST on February 27, 2015
Songs certainly play much faster now, but I don't see the resample option.
by dogman91x at 9:44 AM EST on February 27, 2015
Lol guys, give the resampling thing a rest.

BTW kode would you recommend using this build for casual listening (rather than test purposes) over the old one at the moment?

Thanks again
by kode54 at 7:50 PM EST on February 27, 2015
I would at this point, even if Excitebike 64 is still broken. The presence of a recompiler speeds up execution greatly for most sets. I would even recommend using the HLE audio for most sets as well, except for a few cases, such as some tracks from Jet Force Gemini that use unknown AList functions.

I'm still waiting on a skilled RSP disassembler to work out how the UNKNOWN functions of naudio_mp3 work. I suppose I could take a look at that one later. I think it needs opcode 0 for some IIR filtering, other than the already known IIR filtering function.

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