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Plugins can use any available sampling rate. Rockdoom uses 11025 Hz when that is available. Otherwise it uses 44100 Hz.
How do I know which sampling rate say Gigabeat rockdoom uses?
#define HW_SAMPR_CAPS (SAMPR_CAP_88 | SAMPR_CAP_44 | SAMPR_CAP_22 | \ SAMPR_CAP_11)
There might be a slight problem with WAV as I have just converted the Doom 2 music I had to 16bit @ 44100Hz and it came out as 783MB total, which is likely unacceptable to most people.
Quote from: r00tb33r on April 12, 2009, 01:00:54 AMHow do I know which sampling rate say Gigabeat rockdoom uses?You can look at the configuration header file for your player. For example, if you mean Gigabeat F, that would be firmware/export/config-gigabeat.h. There, search for HW_SAMPR_CAPS. For the Gigabeat F, that is:Code: [Select]#define HW_SAMPR_CAPS (SAMPR_CAP_88 | SAMPR_CAP_44 | SAMPR_CAP_22 | \ SAMPR_CAP_11)SAMPR_CAP_11 means 11 KHz, or more accurately 11025 Hz. Since that is present, Rockdoom will use it. If it wasn't there, Rockdoom would use 44100 Hz.
What's the advantage of 11KHz on a target as fast as Gigabeat? It doesn't actually sound too good at all. Anything less than 22KHz causes a very noticeable degradation in sound quality. Why not use the sampling rate of the original sounds?According to http://doom.wikia.com/wiki/Sound some Doom sounds have a sampling rate of 22KHz, which explains the degradation I noticed.It shouldn't be too hard to force a higher sampling rate right?
#ifdef HW_HAVE_11#define SAMPLERATE SAMPR_11 // 44100 22050 11025#else#define SAMPLERATE SAMPR_44 // 44100 22050 11025#endif
Quote from: r00tb33r on April 12, 2009, 05:02:56 AMWhat's the advantage of 11KHz on a target as fast as Gigabeat? It doesn't actually sound too good at all. Anything less than 22KHz causes a very noticeable degradation in sound quality. Why not use the sampling rate of the original sounds?According to http://doom.wikia.com/wiki/Sound some Doom sounds have a sampling rate of 22KHz, which explains the degradation I noticed.It shouldn't be too hard to force a higher sampling rate right?It's very easy to force a higher sampling rate. Look near the start of apps/plugins/doom/i_sound.c. In particular, this decides the sampling rate at compile time:Code: [Select]#ifdef HW_HAVE_11#define SAMPLERATE SAMPR_11 // 44100 22050 11025#else#define SAMPLERATE SAMPR_44 // 44100 22050 11025#endifI feel that sound in plugins skips too easily, even when the CPU is fast enough. Regardless, you ought to be able to do 22 KHz on a Gigabeat F.
How CPU intensive is MidiPlay?
Perfect! SAMPR_22 sounds much better. No reason for higher sampling rate since the WAD does not contain sounds of higher sampling rate than 22KHz.
I think I understood what Llorean said, RockBox does not have mixing, and therefore not able to mix music playback and doom sound effects. Am I correct?
Quote from: r00tb33r on April 13, 2009, 11:12:54 PMI think I understood what Llorean said, RockBox does not have mixing, and therefore not able to mix music playback and doom sound effects. Am I correct?No, that isn't what he was saying. Each device has a set amount of memory, which Rockbox splits into various chunks - a small chunk is reserved for plugins, and a much bigger chunk is reserved for music playback. Doom requires more memory to run than is available from the small plugin chunk, and therefore it also "steals" the large playback chunk. As Doom has now taken the large playback memory chunk, playback is no longer able to work. It is about memory usage, and not the ability to mix different audio.
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