Rockbox General > Rockbox General Discussion
Which sound format uses CPU the least?
r00tb33r:
--- Quote from: dreamlayers on April 12, 2009, 01:32:54 AM ---
--- Quote from: r00tb33r on April 12, 2009, 01:00:54 AM ---How do I know which sampling rate say Gigabeat rockdoom uses?
--- End quote ---
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: ---#define HW_SAMPR_CAPS (SAMPR_CAP_88 | SAMPR_CAP_44 | SAMPR_CAP_22 | \
SAMPR_CAP_11)
--- End code ---
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.
--- End quote ---
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?
dreamlayers:
--- Quote from: r00tb33r on April 12, 2009, 05:02:56 AM ---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?
--- End quote ---
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: ---#ifdef HW_HAVE_11
#define SAMPLERATE SAMPR_11 // 44100 22050 11025
#else
#define SAMPLERATE SAMPR_44 // 44100 22050 11025
#endif
--- End code ---
I 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.
r00tb33r:
--- Quote from: dreamlayers on April 12, 2009, 10:16:54 AM ---
--- Quote from: r00tb33r on April 12, 2009, 05:02:56 AM ---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?
--- End quote ---
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: ---#ifdef HW_HAVE_11
#define SAMPLERATE SAMPR_11 // 44100 22050 11025
#else
#define SAMPLERATE SAMPR_44 // 44100 22050 11025
#endif
--- End code ---
I 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.
--- End quote ---
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.
Do you know how/why/where RockDoom stops music playback? I have low bitrate mp3s that I would like to hear playing to see if Gigabeat F can handle both.
Thanks so far!
Llorean:
It stops playback because there's not a system for sharing the playback buffer. Doom needs more of the RAM than the normal amount plugins are allocated and it's an all or nothing deal.
nls:
--- Quote from: r00tb33r on April 12, 2009, 01:00:54 AM ---How CPU intensive is MidiPlay?
--- End quote ---
I'd guess only the gigabeat f and s would be fast enough to play midi with midiplay while running doom. (it's rather cpu intensive and only barely realtime on some targets)
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