Sound Interpolation by kemenaran at 7:07 AM EST on November 26, 2005
64th Note is wonderfull, I can count the tracks I listen with it :D
However, while listening the recently dumped Extreme-G tracks, I noticed that the plugin really needs some system of sound interpolation, like in the SPCAMP plugin for Winamp (I believe it uses the ZNES sound engine). I think Sound interpolation greatly improve the quality of sound, making them sound less like basic synthetisor and more like playing N64 on TV...
This question has been asked on a few occasions. The answer is no. HCS sees 64th Note as a player of N64 music, no more, no less. As such, the goal is to play the music acuratley, and adding those effects would actually be changing that. If you really want to do this, there's other plugins that can do the interpolation for you. Which is another reason that HCS has no desire to add that function into 64th Note.
Also, If you're refering to SNESAMP (found at snesmusic.org, called "in_snes.dll"), it uses it's own custom built, specialized engine for playback. However, it does offer the option (or did, it might have been removed) to use the ZSNES engine for playback. As I recall, there was a very noticeable difference between the 2 of them, being that ZSNES didn't sound as good. But that was ages ago, so maybe it's fixed?
Anyway, hopefully that answers your question. Mouser X over and out.
As the games employ software synthesis, the only way to perform any reverb/interpolation other than whatever the game itself used, the emulator must exercise some guesswork by detecting the exact code the game is using to mix the samples. That is exactly what Azimer's (and also other emulators') HLE audio were all about. Unfortunately, Azimer's HLE is rather limited. It only performs linear interpolation, which is probably what most games already use. It also has a hard coded and limited reverb effect, which is probably not optimal for every case.
For best results, disable Audio HLE. The result should either be identical to the game, or there's something wrong with the RSP emulation which would be causing calculation errors. (I recall some older version having wonky panning or even garbage with some games depending on initialization, or between tracks, but that may be fixed now. Or a result of my hacking a year ago. Whatever.)