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oh, nvm, i goofed up, the drivers themselves don't have korean name strings, the characters are for "Speakers" or "SPDIF" etc

Anyhow, i see what the issue is (atleast in the spu2x ini)

the GUID is not written to the file, Device={00000000-0000-0000-0000-000000000000} is written instead which appears to configure the windows default device instead of the device selected

also, when you select DEFAULT, the drop down menu is left blank as well
Well I don't know if what I just committed addresses the issue, but it should be tested at least.
waiting for the buildbot to update the page
It's available already
Primary = Fixed
Device={00000000-0000-0000-0000-000000000000} (Not fixed?)
ah, nvm its fixed, Alchemy's Dsound.dll doesn't provide a GUID
I can't do anything about broken dsound wrappers Tongue
(06-20-2012, 02:51 PM)Squall Leonhart Wrote: [ -> ]Primary = Fixed
Device={00000000-0000-0000-0000-000000000000} (Not fixed?)

(06-20-2012, 02:56 PM)Squall Leonhart Wrote: [ -> ]ah, nvm its fixed, Alchemy's Dsound.dll doesn't provide a GUID

nicely done after build 5317 Biggrin

Thx
Dunno if it was ever asked but do you think that you can map the ADPCM channels and the rest channels before the state they get mixed and map/direct them to a different channel for multichannel systems like 5.1/7.1? This could create a real multichannel experience SANS stuff like hearing gunshots from behind or something (even though this could be game depended).

Also, do you think you can output the decoded channels/streams saperately into some folder/directory?

Thanx! Smile
Just an update, here's in practice what I said above, It's not anything crazy but you get the idea of channel re-mapping:
http://www.mediafire.com/?7p89fl8o9bvtba6

2 of the channels are unused (I was too bored to map those too, I know boo for me).
Front channels are the world FX, the voice and it's effects like reverb.
The rear channels are the instruments with their fx too.