I made a video some time ago at reddit to ask for help about this issue.ĭespite the initial crackling that happens in the video, on 1.9.6 the glitches are the same. Oh and also, everytime I navigate through the playlists the song keeps poping, as if loading the rom images and bg somehow brokes a little the MP3 playback when I change playlists at the XMB menu. On 1.9.6 it fixed the audio crackling when first opening Retroarch, but I still can't play any game with this BGM option turned on. With me it was and is very simillar, at first when I tried to turn on the bgm option it used to already have a broken sound, and whenever I tried to run a game from any core I had with it turned on, after resuming from opening the Retroarch menu this issue of having the game's audio completely distorded and crackled happened to me as well. The new 1.9.6 version didn't fixed much stuff. Same problem, different wording '/dev/dsp: Device or. So I switch off ALSA (even though I'm pretty sure I'm using it), and try the OSS emulation. On the command line, it says 'ALSA: could not open sound card (device or resource busy)'. On Windows simply download and run the installer (Setup.exe). Each time the emulated APU runs a cycle I increment the DAC sampling bin corresponding to the DAC value and channel.I'm having issues with audio as well since 1.9.5 stable, This is not really preferable if you dont want NEStopia to be your one and only emulator, nor if all your ROMs are in zipped format. I copied the nstcontrols into /.nestopia and started nst. DAC samples per required output audio sample. Added Nestopias RGB palette (thanks to SuperrSonic and ShadowOne333). I create 16 DAC bins for each of the four 4-bit DAC channels and 128 DAC bins for the DMC. Fixed box art not working on GameCube Fixed some 3rd party controllers with. To generate an output audio sample, the method I use I guess I would call downsample-averaging. Linear interpolation implies finding the value between, say, DAC sample 983,345 and 983,346.a meaningless value unless you want to *up*sample? If the APU in question is cycle-accurate, you will generate 1,789,772 DAC samples for each of the five channels per second. Linear interpolation? Maybe I'm just having a math-idiot moment, but.linear interpolation between what and what? So what should the settings be for the most "accurate" emulation?ĭwedit wrote:Nestopia uses linear interpolation. Nestopia's default is 44100 and 16 bit, but considering my hardware is this really the most accurate solution? I've been trying 96000 and 8-bit, but I'm not sure it's the way to go. The X-Fi's max sample rate is 96000 hz, 16-24 bit (would 8-bit sound simply be converted to 16 bit anyway?). Like I said, I'm using Nestopia, and Nestopia's archived forums don't offer much in the way of a definitive answer on this AFAIK. Unfortunately, I don't know what the sample rate or bit depth should be set to in the emulator in the first place. For filter settings, I use: Field Merging - Auto. To enable, go into the video options and for the 'Filter' item, select NTSC. This playback mode supposedly matches the sample rate of the source without any upsampling or sketchy conversion the idea is to output the most accurate sound. However, Nestopia has something better than any palette can do A couple years ago, an NTSC emulator was developed by a guy named Blargg, which can quite accurately reproduce NES video. I'm trying to get as accurate sound as possible out of Nestopia, and I'm using an X-Fi sound card with "bit-matched playback". You guys are ultimately THE council of wisemen when it comes to this stuff, so I figured that if anyone would have the answer it would be you. I've searched google, emulator forums, read through tech docs and NESSOUND.txt, etc.but I'm still not 100% sure on this.
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