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Desmume sound popping
Desmume sound popping






  1. DESMUME SOUND POPPING CODE
  2. DESMUME SOUND POPPING PC
  3. DESMUME SOUND POPPING ISO

It always copies exactly len bytes into the SDL buffer, for the sake of argument, let's say len is 200. SNDSDLGetAudioSpace probably should call it though.Īnd now this brings us to very real issue #2: I notice no explicit calls to SDL_(Un)lockAudio - I assume it's unnecessary because it's called in a callback from SDL audio itself. This callback copies exactly len bytes from the soundbuffer into the provided stream.Īnd the brings us to potential issue number 1: It has a cyclic soundbuffer that is 735 * 4 bytes long (it's hardcoded to that in main.cpp)Īnd then It then has a MixAudio callback: static void MixAudio(void *userdata, Uint8 *stream, int len) Which it then normalises to 2048- I have no idea why it does the * 2. It does some weird shit like this in the initialisationĪudiofmt.samples = eq / 60) * 2 Then we have this absolutely tiny little file that passes it through to libSDL to mix and play the audio.

DESMUME SOUND POPPING CODE

Just poked around desmume's code a little bit.Īnd I have a vague idea of what is going on and causing the absolutely awful sound quality. There is a bug report about it now, like they should have fucking opened ages ago.

DESMUME SOUND POPPING ISO

You will sometimes have to load a ROM file manually because the idiots didn't think it was a good idea to show 'bad' dumps in the collection list, despite any science saying 'the absence of evidence is not evidence of absence' and instead just fucking show the ROM with a red outline.Īlso it's unfortunately the only way they match ROM files to consoles, so they can't do the above (yet) without a new way to associate - they'll probably end up with manually scanning dirs for a single platform assuming all matching ROM extensions in a dir are for only one console (for example iso can be for multiple consoles but it would scan assuming it's for a single one). Even with softpatches for example for snes games, sometimes require additional padding headers which their md5sum lists don't like.īasically, it's autism. this includes cd/dvd games that as they are often dumped by the people themselves, are often badly dumped by a shitty cd-reader, or were never dumped by some group they 'believe' in to give them the md5sum or are simply hardpatch translations or hacks. Multiple reasons, but the main one is that retroarch is made by OCD people that checksum games for 'good' dumps. This is how Radiant Historia's intro sounds for me on standalone Desmume, set to Cosine and Xaudio2: I don't know but stop running emulators on archaic builds and you won't have problems like that. Piece your rig together like Frankenstein. Buy a refurb/used prebuilt or barebones if you must, or a cpu/mobo combo. If you can't afford it, then sell some shit or something. You need to be using i5/i7, be it Haswell or Skylake.

desmume sound popping

This is the kind of headache you're going to keep dealing with.

desmume sound popping

I don't understand why so many people insist on trying to game and run emulators on third world AMD and 2005 cpu's. If anything, the main issue with Desmume standalone is the poor vsync scrolling in 2D games but that may be a problem with my mediocre monitor.ĭesmume libretro is near perfect for the most part and certainly doesn't run slow either.

DESMUME SOUND POPPING PC

The audio is stuttering because your pc can't keep up with the sync. If it isn't obvious, this is once again an issue on your end.








Desmume sound popping