1/17/2024 0 Comments Audio overload gsf timingFirst check my list of buggy game music for things I've already verified to sound "wrong" on the actual system. ![]() I'm still actively working on my Game_Music_Emu sound engine (which AO uses) and welcome reports of possible inaccuracies. Audio Overload is actually using the same FM chip emulation as Genesis Plus and Generator. I've done comparisons with sound track recordings from my SNES and found no audible difference. If they have an effect on sound, I haven't noticed it. It shouldn't be hard to compare my DSP core to the latest docs to work out these, if anyone wants to. I found a couple of years ago a sountrack of Pokèmon r/S/E, and one of the tracks was repeated several times, each time you could only listen to a single instrument. I know of a few differences in the DSP core that I haven't bothered to add (clamp before fourth Gaussian lookup, for example), since I haven't set up a good test framework. The other aspects of sound should be very nearly perfect, though I still haven't written a complete set of verification ROMs for the NES APU.įor SPC, I've addressed all issues I've encountered so far. I also don't know the exact mix levels of the external sound chips (VRC6, Namco 106, FME-7), so these might be slightly off. Transparent decompression of GZIP, LHA, RAR, and ZIP archives. Playback support for twenty seven different music formats. For NSF, nonlinear sound mixing for isn't implemented in the public release, since it's almost unnoticeable (I can send support if this is really desired). Audio Overload emulates the sound hardware of vintage consoles and computers, allowing you to listen to completely authentic renditions of classic video game tunes.
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