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Just the main thread. I used an alarm function to do the audio buffer adjustment, which would interrupt the main thread. Your suggestion got me thinking, and I think pocketsnes blocks when the audio buffer index isn't adjusted fast enough. Which is probably why it wasn't running until after I got the sound buffer function to execute regularly.
I lowered the interval and now super mario world is stable at around 45 fps, and super mario rpg hits ~30. I need to time the thread switching just right so the buffer only rarely blocks. Probably around ~12 or 13 hsyncs for PAL and ~8 or 9 hsyncs for NTSC, or maybe 10 for both. The sound thread should run after every emulated frame, thereabouts, that way.
I was just thinking: Why not attach the sound thread to the VSYNC interrupt handler (I was under the impression that some part of the emulator needed to run at around 60Hz...)?
Then the EE won't have to be programmed to achieve accurate timing, and affecting emulation speed at the same time.

WoW! What a huge improvement just because of sound syncing!
Shame on me to doubt ragnarok's skills![]()
That's a great idea, SP193,. I'll try it out and see how it sounds.
I've got the sound almost working perfectly, now, with the alarm function/dispatcher thread. There's some crackling that keeps appearing, so the period between sound buffer updates probably needs adjusting. I'll try the vsync route first.
The roms seemd to top out at around 30 fps, with the sound code running like it should. At least, they look and sound about perfect when running at that speed.
My linux kernel decided to corrupt itself, so I'm in the process of moving things to Windows, :/.
Going to be a while...
hey ragnarok i appreciate your hard work but please i want to know when will you launch next version.
We're here for ya, rag, all....how many of us are there....well, all of us.
We hope the transition is as quick and painless as possible.
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