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The BIOS launch sounds exactly like the real one :D. But I will use the command and see what happens.
 
Discussion starter · #67 ·
hopkat:
new year fun!

co-author shalma-
The emu/spu sync isn't tight. PCSX-reloaded seems to show more of the problem.

Basically the xa/cdda buffers get eaten up too fast by the spu plugin. Or the emu is not feeding the buffers fast enough either.

Old DSound used un-init values = awful clicks and pops
New DSound used $00 = noticeable pops when the new data streams in
Newest DSound uses last value written = maybe some funky sound but best quality so far
Code:
release 16

+ xa/cdda buffer hack
= improves pops, clicks, buzz

+ remove extra xa gaussian distort
= Tales of Phantasia
again, thank you everyone for making this plugin great! :D
 
Discussion starter · #68 ·
shalma:
My thanks to everyone also!

Sorry for all these build updates - must be tiresome to constantly update your plugins constantly.

Telling Hopkat to stack up the bug fixes - maybe try a weekly+ basis now. That'll give time for people to file reports.


Next release
1) load state bugs
= old code (1.09) corrupts too many registers, faulty adsr
- creates some Novastorm corruption
+ (fixed)

2) fast-forward voice sync
= when buffer is full, spu locks up
- causes Novastorm movies to de-sync badly
- breaks Novastorm irq system
- breaks Novastorm load state sync
+ (partly fixed)

3) fast-forward xa/cdda sync
= when buffer is full, spu locks up
- causes sounds to desync also when shifted back to normal speed
+ (partly fixed)
 
Hello,
Just a quick word of thanks for updating the plugin. I just tried the last version and there is a noticeable difference (it sounds much crispier and clean), though it appears that bgm music overshadows other sound effects for some reason.
One of the games that are notorious for Spu Sync issues is the Megaman Legends series. PEOpS performs the best out of all other plugins in that area, however it ends lagging behind the video after a few seconds.
I'll be curiously following your progress and testing your plugin with my small collection :) Best of luck!
 
Tested Tales of Phantasia with r16, battle voices no longer have distortion when using Gaussian interpolation. :)

shalma:
My thanks to everyone also!

Sorry for all these build updates - must be tiresome to constantly update your plugins.
Not at all, since you even provide the binaries. What might be tiresome however, is to make those builds.
 
Discussion starter · #71 · (Edited)
shalma:

Beta test of r17
Download peopsspu109a_r17_b1.7z from Sendspace.com - send big files the easy way

+ Fixes load state corruption
+ Better XA frequency change
+ True sync
= Config -> Emulator type
= run at 44100 near-exact


(edit) hopkat: beta 2
Download peopsspu109a_r17_b2.7z from Sendspace.com - send big files the easy way
+ Improve fast-forward lag


Short story-
Audio output drains faster than the emu runs the spu plugin at the true speed of 44100. Creates a horrible crackle loop that doesn't really go away. Making the spu run faster creates a desync that's even worse to repair.

Tested lots of ideas. Best one right now is to upsample 44100 -> 45xxx. If you have extremely sharp talent, you could notice the slight change in audio speed.

The other part is Novastorm - we have to run at the correct emu clock speed. A little off and we start straying faster and faster. Or hit an accidental IRQ and speech keeps restarting. I had to use hard-coded clock values since we need an API that doesn't exist.

This isn't greatly tested. There could be some leftover throttling crackle (50/60) or fast-forward glitch. Not tested with Megaman Legends yet but XA should sync lots better. Also turned down the music since ePSXe doesn't support CD-XA volume attenuation.

Don't remember what got changed - porting to dfsound could take awhile.
If players like this new beta, then it'll go r17 final later.

Thanks! Hopkat's in charge again.
 
why this plugin making Epsxe 1.7.0 slow as a turtle in summer?
with R16 of this plugin this did not happen at all!!!! what happen?
Works fine on my computer. Keep in mind that this is still in the beta stages.
 
Discussion starter · #75 · (Edited)
hopkat: slow = timer (1). use async (2).

timing fixes = async only.
accurate = async only.
quality = async only.

may drop mode 1 = timer.
headache.


edit:
if scph7502 console uses eternal reverb (1.50 = new mode), may take a long time.

if scph7502 console uses dr. hell reverb, may take less time. still awhile.


edit2:
dsound psx quality mode
- mode = #2 (async)
- reverb = #2 (best quality)
- interpolation = #2 (gaussian)
- emulator = #1 (pcsx)

see wave file (PEOPS.rar)
 
Tried the last beta with Megaman Legends II, and the sync is not 100% but definitely much better. There appears to be crackling noises and slowdowns when using it, however (I used ASync with ePSXe 1.7). Sometimes part of the XA at some interval is being repeated twice (Game trying to access the buffer faster than the spu?).
 
Ok i just notice is not your Plugin Sorry is the Pec.dll and choosing a video Plugin is making the emulator pcsx.exe crash, those the developer know this? if not how can i tell this problem to him or she.

R17 b2 still Slow as hell can you explain cause last time i did not get it.

hopkat: slow = timer (1). (use async (2).???? How) or better yet where?

timing fixes = async only.
accurate = async only.
quality = async on

O.O"

Ok i just notice is not your Plugin Sorry is the Pec.dll and choosing a video Plugin is making the emulator pcsx.exe crash, those the developer know this? if not how can i tell this problem to him or she.

R17 b2 still Slow as hell can you explain cause last time i did not get it.

hopkat: slow = timer (1). (use async (2).???? How) or better yet where?

timing fixes = async only.
accurate = async only.
quality = async on

O.O"
 
Discussion starter · #80 · (Edited)
shalma:
Ooh. What a headache. I'll take care of this writeup - it's complicated.

beta 3
Download peopsspu109a_r17_b3.7z from Sendspace.com - send big files the easy way


(b1-b2) Mode1 timer - fixed

CDDA games - will no longer crash. I get it now how buffers work.


XA buffering - async has a nasty slow drain problem. This creates the crackle in MML2 cutscenes. Buffer gets full. Then very laggy.

For async, sampling to 44100->43xxx drains correctly and suffers from little to no real audio pops.

MML2 / Xenogears movie lag drops again.


Speed - Eternal wins. We can't get async to run as fast as them.

Latency - Eternal wins. How they figured out 25 ms buffers is way out of our league. The crackle is bad on Pete's.

Did lower from 137 -> 50-70 (best non-crackle range).


Output upsampling - now stretches audio in different amounts based every 10ms up to 60ms. 60+ drains at normal 44100.

Leftover crackling much gone. Like Xenogears start movie. This is necessary to get the buffer up to speed, then we try to stay around 55-75. Numbers show it seems to hold up.


100% sync - this likely won't happen. Emu drops fractions. We drop fractions. Then we need to know the exact fps, which changes based on screen height also.

If we can get 95-98% sync, that's realistic for a plugin system. Must use Xebra or pSX for 100%.
(unless a genius wants to fix this)


MML2 XA repeating - might be bad subchannel data. My speech dropped out - using ePSXe fake sub got it back up.


dfsound BIOS - ported wrong noise clock register. Fixed by Whistler of PCSX-reloaded. DSound 1.09a not affected.


Lots of bugs reported. Lots fixed.

This build should be the good one for r17.

Porting this one to dfsound is going to be a scary one. With the crackling.


edit:
Please configure spu plugin.
(see pic for psx quality mode)

pec = posting there usually gets all of the team's attention
http://forums.ngemu.com/pcsx-discus...x-discussion/116599-developers-wanted-pcsx-revival-post1934167.html#post1934167

I use PEC too but it doesn't crash. Or at least not lately.
- GPU = psx emulation cheater 2.5
- SPU = PEOpS DSound 1.09a
- Control1 = SSSPSX 1.6
- Control2 = SSSPSX 1.6
- CDROM = Sapu 1.3


edit2:
all modes should work normal. async has the highest quality and timing.
 
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