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Seeking Help... Nintellivision - an Emulator for the DS/DSi
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<blockquote data-quote="wavemotion" data-source="post: 9570264" data-attributes="member: 543929"><p>Guys... I spent a full 8 hours today trying to understand and rework the sound engine ... it's improved only because it's got less crap causing timing issues but I wasn't able to solve it. I think the main problem is that the audio buffers written by the underlying BLISS emulator engine are not consistent - the Processor Bus emulation mixes and matches all of the different CPU and peripheral chips that are clocked - and so some scanlines the sound buffer is filled with inconsistent timing due to how much emulated CPU is being utilized by the program running (this is why some games like Astrosmash sound perfect but Beauty and the Beast has a lot of low rumble tones). Meanwhile the ARM7 processor is just chugging along reading samples and outputting sound... and it wants those sounds to be available at the right times.</p><p></p><p>I tried a double-buffer scheme where I copy the sound into a staging area and then feed the staging buffer into the ARM7 sound buffer and it almost works... but it's really too slow to be usable.</p><p></p><p>Short of a complete re-write of the CPU/Sound core or a switch to a different emulator baseline (say, JINTZ which is really good but I ruled it out as Bliss was easier to port and I'm already 40+ hours into this project).</p><p></p><p>So I may move on to more useful pursuits such as more overlays, better options, highscore support and other things to make the emulator more enjoyable to use. I feel kinda bummed out that I can't get the sound perfect - but such is life. Maybe a sound-engineering knight-in-shining-pocket-protectors will come to the rescue <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite48" alt=":)" title="smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>But I'm on the verge of sound-burn-out right now and I don't want to dampen the otherwise good progress we're making here.</p></blockquote><p></p>
[QUOTE="wavemotion, post: 9570264, member: 543929"] Guys... I spent a full 8 hours today trying to understand and rework the sound engine ... it's improved only because it's got less crap causing timing issues but I wasn't able to solve it. I think the main problem is that the audio buffers written by the underlying BLISS emulator engine are not consistent - the Processor Bus emulation mixes and matches all of the different CPU and peripheral chips that are clocked - and so some scanlines the sound buffer is filled with inconsistent timing due to how much emulated CPU is being utilized by the program running (this is why some games like Astrosmash sound perfect but Beauty and the Beast has a lot of low rumble tones). Meanwhile the ARM7 processor is just chugging along reading samples and outputting sound... and it wants those sounds to be available at the right times. I tried a double-buffer scheme where I copy the sound into a staging area and then feed the staging buffer into the ARM7 sound buffer and it almost works... but it's really too slow to be usable. Short of a complete re-write of the CPU/Sound core or a switch to a different emulator baseline (say, JINTZ which is really good but I ruled it out as Bliss was easier to port and I'm already 40+ hours into this project). So I may move on to more useful pursuits such as more overlays, better options, highscore support and other things to make the emulator more enjoyable to use. I feel kinda bummed out that I can't get the sound perfect - but such is life. Maybe a sound-engineering knight-in-shining-pocket-protectors will come to the rescue :) But I'm on the verge of sound-burn-out right now and I don't want to dampen the otherwise good progress we're making here. [/QUOTE]
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