Previous Page | Next Page

by kode54 at 1:59 AM EDT on April 17, 2014
The lanczos_resampler does not use the correct windowing for downsampling, and Lanczos is not the best choice of window for audio, either. I suppose I could update that old resampler instead, but you could just strip the newer resampler down to just sinc resampling.

You just need to remove the quality field, remove the inv_* fields since you're not including band limited synthesis, and pare the fill function down to just invoking the sinc function.

I also tried generating sinc phases for just 49716Hz -> 44100Hz downsampling, but that ratio results in 479 unique phases, which is about 32KB worth of signed 16 bit coefficients. You'd still need to construct the sinc resampler to utilize that table.

Yes, I do suggest using 44100Hz, if possible. No telling if some device doesn't max out at that rate instead of 48KHz.

EDIT: Here, add this to resampler.c, be sure to call resampler_init() first, then call that function with a resampling ratio (source / target) and a pointer to an integer. You will receive, upon success, a return pointer to a malloc'd block containing the coefficient set, and in the integer, the count of phases for reference.

https://gist.github.com/kode54/10956504

That code will produce a table ready for use with a function similar to what's in Blargg's Fir_Resampler.(cpp|h), as included with Game_Music_Emu. Or you could use Blargg's resampler as-is, but I'm not sure how it handles the task of downsampling, or if it has any muffling qualities.

edited 2:18 AM EDT April 17, 2014

Further Edit: Blargg's resampler would need to be doctored so that its max_res is at least 512, for ratios with odd frequencies like 49716Hz.

edited 2:18 AM EDT April 17, 2014
by haspor at 3:35 AM EDT on April 17, 2014
>> but you could just strip the newer resampler down to just sinc resampling.

where is this resampler? is it the same as resampler.c found from for example in vio2sf library?

There is this function "resampler_run_sinc", and also SSE version of it, are you referring to that?

I rather vectorize that since there is SSE version already, it saves time, vectorizing is not really my favourite task :)

I was planning to use 44100Hz by default.
by TheBigL1 at 12:36 AM EDT on April 30, 2014
I just recently found this thread and that github build of Droidsound. It's great being able to play my 2sf, usf and ssf files on my Galaxy S4 (so far only a couple haven't worked, like N64 Gauntlet Legends), but when I try playing gsf files with it, they still end at their predetermined times and I can't seem to get them to loop infinitely the way it does with other formats. Did I possibly miss something in the settings?
by haspor at 1:02 AM EDT on April 30, 2014
Try generic looping from settings, if that won't help, then file an issue on project's github page and post couple of links to the songs that fails, issue will be processed at some point.
by Master_E at 3:27 PM EDT on May 11, 2014
While this thread still has views, I'd just like to say that whoever made the droidmjt version of Droidsound deserves a medal.

He's done everything with Droidsound that I've only dreamed about, and I use his version of Droidsound just about every day.

My only gripe is that the PSF decoding doesn't appear to work. Though, considering the fact that he updates it more than once every 2 years, I should see that fixed eventually.

Kudos to you, man.
by haspor at 7:48 AM EDT on May 12, 2014
Link to the PSF file that doesn't work and i'll check it. Also thanks for the medal :)
by Sir-Sabin at 9:42 PM EDT on May 14, 2014
i dunno if this a bug or my phone being stupid, when i try to play files from a big ass zip or 7z file (60 mb and up) it takes a long time for it to play it or not play at all


edited 9:46 PM EDT May 14, 2014
by soneek at 12:12 AM EDT on May 15, 2014
It took my phone a couple minutes to play a song from an archive, but everything else inside loaded right away after that. I think the whole archive was loaded into memory first, which is why it takes so long to play the first song.
by haspor at 8:34 AM EDT on May 15, 2014
If you are using those .7z files from joshw.info site, they are all using the worst compression option in this case (solid block size = 1). That option hogs alot of memory, not recommended, you need to have the same amount of free memory as the uncompressed size of the data in the 7z file. Normal zip files should be OK. I have 42MB sized zip file and it works like a charm.
by Sir-Sabin at 2:11 PM EDT on May 15, 2014
i think i fixed it, i had to tell 7zip to make the 7z file non soild, thx for the insight of the 7z files on joshw.info site

Previous Page | Next Page
Go to Page 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source