Unknown W. Brackets

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So, that also looks wrong, right? Sounds more like it's a CPU bug indeed... -[Unknown]

Well, even if you see 60/60 or 100%, that's an average. If you drop a single frame, you'll probably hear a pop even if you don't see it visually and...

Is the sample rate constant at 44100 or does it fluctuate slightly within +/- 10? Are you often seeing audio buffer above 2000 or is it usually below 2000 and...

Do you have the audio resampler setting enabled (it should be on by default)? That's what would make the sample rate fluctuate, as it tries to match actual speed. -[Unknown]

#10865 also describes the sample rate going over 44200 and a similar issue on Android. The resampler increases the rate if there's more data in the buffer, meaning that it's...

Yes, change these two numbers: https://github.com/hrydgard/ppsspp/blob/875d53a4859bd47004334e68b79bc0913d932d9a/SDL/SDLMain.cpp#L95 https://github.com/hrydgard/ppsspp/blob/875d53a4859bd47004334e68b79bc0913d932d9a/SDL/SDLMain.cpp#L320 This will force the resampler on, I should note. PSP games always generate 44.1kHz audio, so we must resample to another hz. -[Unknown]

I'm not sure, but does increasing or decreasing CONTROL_FACTOR help with the resampler at all? https://github.com/hrydgard/ppsspp/blob/e14bf3bcc35e30e85bb9fd2303d9cbf9f3e57386/Core/HW/StereoResampler.cpp#L29 Maybe try 0.1f or 0.3f? Goal should be to keep the buffer "healthy". If...

Windows typically uses WASAPI. How it works is: * Platform glue has dedicated thread that waits for a few milliseconds, and sends new data to WASAPI periodically. * WASAPI tells...

One challenge with the queue API is fast forward: it will accept as many samples as we give it, and play them at a steady pace. So if we send...

@hrydgard see above about the sample size and audio problems on SDL. -[Unknown]