Reply 40 of 47, by robertmo
- Rank
- l33t++
wrote:Yeah, most games using digitized audio / speech work just fine with the current code (off the top of my head, only Perestroika aka Toppler doesn't).
Also:
Battle Bugs
StarControl 1
Tv Sports Football
wrote:Yeah, most games using digitized audio / speech work just fine with the current code (off the top of my head, only Perestroika aka Toppler doesn't).
Also:
Battle Bugs
StarControl 1
Tv Sports Football
For some reason I was sure that digital audio in Star Control 1 was exclusive to the Amiga... did the PC version really feature that??
I had a SB when I first played it, but the only compatible card supported was the AdLib, so all I remember is those OPL2 sounds...
Here's a patch for the latest SVN that integrates Ripsaw's along with the ability to select the experimental PC Speaker patch, usage is as before:
pcspeaker=true,exp or false.
in your .conf file or you can change it in real time with config.
Can someone post the resulting patched DosBox 0.74 exe with that please? I want to try it with Dos games
better check the one from here
Re: Want to use PC Speaker and not Sound Blaster in StarControl 1
...and ykhwong custom build using new ripa speaker patches.
wrote:Not talking just about the timer issues... there's also the whole approach behind generating the waveforms - aka the aforementioned "clicks and pops" issue (an accurate model would fix it by always treating silence as a straight line either at the "top" or "bottom" of the waveform, rather than the center, but that would screw things up for the mixer by introducing a permanent offset/bias).
A different issue, but it's yet another example of how problematic a 100% accurate model could be.
Well, that bias problem could be solved by adding a high-pass filter to the DOSBox mixer. In fact, it would be a good idea to add it anyway, as the OPL emulation output has such a bias for certain pieces of music, and that interferes with the surround processing on some soundcards, such as the Sound Blaster X-Fi series.
I actually wrote a simple 4Hz high-pass filter for Winamp's Nullsoft Signal Processing Studio DSP plugin. Works wonders for making synthesised music stop screwing with my sound card.
Here's the source for the preset, which can be copied into the relevant boxes in the editor. It's based on Wikipedia's sample code for a high-pass filter, just modified to work in the Signal Processing Studio.
Initialisation code:
assign(megabuf(0),0);assign(megabuf(1),0);assign(megabuf(2),0);assign(megabuf(3),0);dt = 1/srate;RC = 1/(2*$PI*4); // set time constant for 4Hz corner frequencyalpha = RC / (RC +dt);
Per sample code:
x = spl0;y = spl1;spl0 = alpha * megabuf(0) + alpha * (x - megabuf(1));spl1 = alpha * megabuf(2) + alpha * (y - megabuf(3));assign(megabuf(0), spl0);assign(megabuf(1), x);assign(megabuf(2), spl1);assign(megabuf(3), y);
Sound filters might be nice to have, be sure to talk to Qbix.
Blargg has some nice workings on his homepage:
http://slack.net/~ant/libs/audio.html