Posts: 7.414
Threads: 66
Joined: Nov 2008
Reputation:
122
Location: Germany
No, it's not implemented in SPU2-X and in Peops SPU2 it didn't work for ages.
Posts: 7.414
Threads: 66
Joined: Nov 2008
Reputation:
122
Location: Germany
Compile debug or developer builds of SPU2-X, then enable some of the logging.
It's not a fancy GUI but it tells you easily what kind of sound generation is used.
Posts: 42
Threads: 5
Joined: Oct 2010
Reputation:
0
10-12-2010, 03:10 PM
(This post was last modified: 10-12-2010, 03:32 PM by Jandazekon.)
Can i disable all streamed music and only allow sequenced music to be played?
Streamed music can sound sequenced but are not sequenced.
Sequenced music can sound streamed but are not streamed.
Pretty confusing if i can't debug the music.
Streamed music is wav/mp3 or ogg
Sequenced music is mid/s3m or xm
Posts: 143
Threads: 11
Joined: Oct 2010
Reputation:
3
Location: United Kingdom
Just a quick question/suggestion:
Have you ever thought of adding an ASIO module to the plugin? Its usefullness wouldn't just be restricted to those with dedicated sound cards as there are several solutions such as ASIO4ALL that provides a WDM<->ASIO interface. I am sure it would be desirable from your point of view as you wouldn't have to worry about latency as much and theoretically it should give the best quality, especially when using a sound card with native ASIO support - it should be able to give a bit-perfect output in this case.
Posts: 143
Threads: 11
Joined: Oct 2010
Reputation:
3
Location: United Kingdom
Are there any recommended settings for the "tightest" sync, or does it vary from game to game? I've changed a few settings and the one that gives the biggest improvement in-game is Async Mix, but this creates .wav files that are out of sync with the .avis that GSdx makes, whereas TimeStretch provides perfectly synchronised recordings but is noticeably off ingame.
Posts: 7.414
Threads: 66
Joined: Nov 2008
Reputation:
122
Location: Germany
If you want good recordings you'll have to use timestretch or no sync mode at all.
Async mixing "works" by processing SPU2 commands completely unsynchronized to IOP.
(Hence it can break games easily.)