Author Topic: Sound delay problem in ALL emulators  (Read 10633 times)

cex

  • Posts: 144
Re: Sound delay problem in ALL emulators
« Reply #20 on: July 01, 2011, 03:05:01 pm »
SDL was calling sys_sound_canwrite, so I replaced by waveout_can_write. I'll try to remove that.
Thank you.

Harteex

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    • Harteex Productions
Re: Sound delay problem in ALL emulators
« Reply #21 on: July 01, 2011, 04:28:13 pm »
A working can_write function would be good to have, so I'll continue to investigate that, but I also have other things to look into.
It seems like sys_sound isn't using these functions (waveout_*) though, but rather:
wavaopen
waveclose
waveioc

It also uses some DVC* functions, which I don't really know anything about.

cex

  • Posts: 144
Re: Sound delay problem in ALL emulators
« Reply #22 on: July 01, 2011, 05:53:55 pm »
Got it to work in SMSsdl that does not require the can_wait function, but I'd say it's the same (same lag, and it doesn't sound well in Action Fighter). Maybe it's the emulator or that particular game.
I'll get some more to test with.


Harteex

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    • Harteex Productions
Re: Sound delay problem in ALL emulators
« Reply #23 on: July 04, 2011, 12:42:31 am »
Yes, I just got my own game SameGoo to work on the Gemei, and it seems like waveout_* does some kind of internal buffering - I get the delay here too.

So... I guess the solution would be to do some very careful timing sending the audio.
Or maybe the internal buffer can be configured by waveioc or pcm_ioctl.

BTW, sys_sound_canwrite doesn't do anything, it just returns 1.
« Last Edit: July 04, 2011, 12:57:08 am by Harteex »

logan-trall

  • Posts: 4
Re: Sound delay problem in ALL emulators
« Reply #24 on: July 04, 2011, 08:59:36 am »
that the sound would not leave the game in the setting of the emulator postavte section: FrameSkip -> auto. and sound level off (does not work with nes)

 

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