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Rockboy Sound

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zombieplasticclock:
Huh, Glad to see I helped someone! still not satisfied with the quality, eh? I talked to Kkurbjun (Rockboy coder, along with creator of Rockdoom.), and this is what he told me in his PM (maybe this will help you answer some questions, and lower Nooby posts like, "RoCkBoY SUCKZORS! Help NoW!. You'll be thankin' me later moderators... :D)

"The sound is buggy, the problem is that it's difficult to get the gameboy sound and the player sound to update exactly at the same time as the emulator doesn't time itself properly.  The automatic frame skipping makes it closer to accurate timing, but it really needs to be much more exact than it is to make sure the emulator is updating the sound before the audio hardware needs new samples. The timing can be done much better on ipods, gigabeats, H10's, anything with an ARM processor as they have a nice timer builtin to their hardware.  I just haven't had time to look at it/work on it with a job, the other work I do on rockbox, and the time I have with my friends, and family.

I tried increasing the frameskip, and there were a ton of people that wanted an unlimited frameskip back when I was mainly working on the Iriver H320.  The problem is that the gameboy processor code isn't fast enough to run at full speed even without showing any graphics.  Increasing the frameskip above the max value given doesn't actually help the game run any faster, it just makes it more choppy.  To actually speed up cutscenes or the game in general, work needs to be done on the processor emulation code."

EDIT- I just realized this might make more nooby PM's to Kkurbjun. Don't bother him with crappy questions. He's a busy chappy =)
Also, sorry if I'm too critical to the newb people. Not all newbs are noobs. Noobs have crappy grammer and annoy. Newbs are smart and need help. They are good...

...Ok I'm Done

ANOTHER EDIT- Misspelled Kkurbjun's name. Sorry

kkurbjun:
To also add to this and clarify something which I did not think about at the time I wrote this: rockboy "renders" it's sound at 11kHz, some players do not support lower frequencies, or at least they didn't a while ago.  All of my devices properly support 11kHz audio, but some (if they do now, didn't before) do not support that speed and will run the audio "rendered" at 11kHz at 44.1 kHz making it sound like mickey mouse.  The timing issue still applies as well.

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