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by ugetab at 4:26 PM EDT on October 9, 2009
With 5.x Winamp plugin:
Quite good. Most GBS2GSF sets are almost identical to a regular GBS playing in BGB.

Best of all, I can have this installed with my normal winamp setup, and it won't die horribly.

Most tracks from straight GSF sets sound smoother, a few sound choppy/crackly.

Can't handle relative paths for minigsf's gsflibs(Metroid Fusion)

Doesn't handle a GBS2GSF of a GBC game(Oracle of Ages) too well at all at this point. Freezes on the first note for a lot of songs.

Overall, a very promising start.
by nensondubois at 6:10 PM EDT on October 9, 2009
Yay! Channel muting! :D
by Knurek at 7:45 AM EDT on October 10, 2009
Ooh, nice, this makes Kaarnaj Racing (and most other Virt GBA songs) not sound like shit anymore.
Try AGB-AYKE-USA-0004.minigsf for instance, the drum loop is finally listenable (and has that nice C64 drum quality to it).


Hmm, you know what'd be great? in_viovgm plugin using the latest MAME cores. Since, you know, in_vgm uses severly outdated GENS core which fucks up dozen of songs, and Maxim seems too busy to port the new stuff.


edited 7:53 AM EDT October 10, 2009
by marioman at 8:32 AM EDT on October 10, 2009
I second a viovgm plugin which uses the MAME core.

viosnsf would also be nice too as there is not a reliable SNSF plugin out there yet.

EDIT:

viogsf v0.03 released. It fixes the relative path issue. Thanks Plugin Guy!

edited 11:30 AM EDT October 10, 2009
by nensondubois at 4:27 PM EDT on October 10, 2009
Mario & Luigi SuperStar Saga now works. I may look into the speed issues of the G&WG4 GSF set.

edited 4:32 PM EDT October 10, 2009
by SmartOne at 4:34 PM EDT on October 10, 2009
A decent SNSF plugin should be integrated with GME. Optimal SNSF and SPC all-in-one.

viopsf2. Highly Experimental's reverb isn't accurate. The plugin may clip unless Output is set to +0.00 dB, Replay gain: Disabled, Clip protect: Disabled, Reverb is disabled, and Simulate frequency response is disabled. Raw.
by kode54 at 6:08 PM EDT on October 10, 2009
Highly Experimental's reverb isn't accurate
How so? The reverb is modeled after how the real SPU calculates reverb.

P.E.Op.S. SPU's "best" reverb is the exact same algorithm.

Yes, the output may clip. How about foo_psf, based on the same core? It disregards the volume tags, and allows foobar2000 itself to apply the ReplayGain correction. It also applies the "Simulate frequency response" in floating point, so any digital clipping is entirely accurate to how the actual hardware would clip producing such a signal.

Could you cite an example of a soundtrack which clips loudly?
by SmartOne at 8:48 PM EDT on October 10, 2009
The reverb is definitely not like the hardware. All you have to do is listen. Neill Corlett says so himself:

"It sounds great and I don't plan on revisiting it anytime soon, but it's still not 100% accurate."

http://www.neillcorlett.com/downloads/HE_Readme.html

Except it doesn't sound great. It may even cause some clipping. Dark Cloud 2's Sindain track, from off the top of my head. I tried foo_psf, and it sounds the same. However, HE exhibits some weird behavior. In XMPlay, I've set HE's global volume to 0.00 dB and have disabled Replaygain completely. Album gain is still applied to tracks (in the Track info window).

When are preferences saved and applied in foobar2000?


edited 11:28 PM EDT October 10, 2009
by nensondubois at 9:11 PM EDT on October 10, 2009
I'm working on a few manual gbs to gsf conversions sets. the first one will be done soon.
by SmartOne at 9:39 PM EDT on October 10, 2009
Why?

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