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in_gsf by Elven Spellmaker at 7:23 AM EDT on October 22, 2011
Hey all,

When I play files using in_gsf (v0.11, dunno if that's the latest), I get about 0.5 second of nice clear audio and then some filter is applied to the audio even though I have both filters off.

Does anyone know what might be causing this?

Thanks.
by SmartOne at 12:47 PM EDT on October 22, 2011
Why Highly Advanced?
by agu fungus at 1:22 PM EDT on October 22, 2011
^Because the Noise channel isn't silent like viogsf?
by SmartOne at 2:06 PM EDT on October 22, 2011
The Noise channel is too loud. Try Sonic Advance 2.
by agu fungus at 7:23 PM EDT on October 25, 2011
^ Tried it. Not a single problem with HA.
by SmartOne at 1:01 PM EDT on October 26, 2011
The Hot Crater tracks are blatantly bad. The Noise is freaking loud. Freaking. It consumes everything.

EDIT: Okay, maybe the Noise channel needs to be a little louder with viogsf. I'll look into it.

edited 4:36 PM EDT October 26, 2011
by agu fungus at 6:30 PM EDT on October 26, 2011
Any sound comparison?
by SmartOne at 10:51 PM EDT on October 26, 2011
Updated viogsf.bin with Noise channel x2:

http://www.mediafire.com/?9dbd7ojv59ocbqr

It took a little poking around, but the line to change Gb_Oscs.cpp line 492:

vol = this->volume //*2 for fun!

Oh pooh. It creates poppies in Mother 3; maybe when the Noise should be disabled?

edited 11:05 PM EDT October 26, 2011
by Elven Spellmaker at 7:41 AM EDT on October 27, 2011
Why is viogsf better exactly?

Is HA's source available?
by SmartOne at 1:51 PM EDT on October 27, 2011
VBA-M with blargg's GB APU is used in viogsf. (How many times have I posted this?) Highly Advanced uses VBA's old core. Portability and channel muting are other nice features of viogsf. Finally, Highly Advanced's code is a mess while viogsf's (courtesy of Mysterious Plugin Guy) is nice and tidy.

There probably have been some minor updates to VBA-M's PCM rendering as well.

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