You think you can add in reverse stereo?Azimer said:While you guys are talking... any suggestions for future features are welcome. I will keep them in mind, but it's not a promise.
2bzy4ne1 said:You think you can add in reverse stereo?Azimer said:While you guys are talking... any suggestions for future features are welcome. I will keep them in mind, but it's not a promise.
Stezo2k said:hmmm u think u could add a function to disable channels of sound, that would be gr8 and doesnt sound that hard to do, and that would be a good way to extract sounds from a game
Stez
Azimer said:There are two sound channels... Left speaker and Right speaker. The N64 doesn't have an APU like SNES or NES. I do not generate the audio. The game does. If it was just a matter of me generating the audio, the sound would be perfect by now
Stezo2k said:hmmm u think u could add a function to disable channels of sound, that would be gr8 and doesnt sound that hard to do, and that would be a good way to extract sounds from a game
Stez
cooliscool said:Azimer said:There are two sound channels... Left speaker and Right speaker. The N64 doesn't have an APU like SNES or NES. I do not generate the audio. The game does. If it was just a matter of me generating the audio, the sound would be perfect by now
Stezo2k said:hmmm u think u could add a function to disable channels of sound, that would be gr8 and doesnt sound that hard to do, and that would be a good way to extract sounds from a game
Stez
HUH? So the APU is on each cartridge? If so, then what're you emulating? :yin-yang:
I understood 100% of nothing you just said!Azimer said:The N64 does audio production both on the R4300 CPU and the RSP. The audio given to the RSP is preprocessed. I get chunks of information about the entire audio stream rather then the entire stream at once. So an audio frame might be 640 bytes every other vblank (vsync). I would equate this to Graphics. It would be very difficult for Jabo to dump the different models in his graphics plugin because his plugin interpretes commands and not models. Likewise, my plugin interpretes commands and not synth.