New in v1.4:
[-] completely removed the remains of the "async mixer" mode. It was meaningless without threading, and didn't work.
[*] Fixed the waveOut output module.
[*] Fixed a bug where the ASIO output system was using the defaulf ASIO device sample rate,
regardless of the config value.
[*] Changed the min. buffer size allowed in the config dialog to 512 isntead of 2400.
NOTE 1: Sizes too small can increase the CPU usage and might cause audio problems.
NOTE 2: FMOD and waveOut have this limit increased to 2048.
[*] Changed some code handling voice looping. I don't know if it will fix or break anything.
[+] Added partial support for log levels to the register logging system, to remove the basic
channel attributes from the log files (makes logs more readable and less bloated).
[+] Added experimental XAudio2 output module. Seems to sound well.
[+] Added a hidden option to change the AutoDMA sample rate for each core.
Useful only in some games where the FMVs hang.
[+] Added a check to the Effects processor to avoid crashes when the effects start address is
after the effects end address.
[+] Added /delayload:fmod.dll switch to the linker, so the fmod dll is only needed while
using the fmod output module.
Quote:
Originally Posted by WHOPODER!!!
GiGaHeRz, pcsx2 not show your plugin in the SPU list  This plugin require SEE2? If yes, please do a version that not!(if is it possible) 
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Sorry didn't see this post.
The plugin should NOT require SSE2, as I don't have any sse2 code, and while I did enable SSE2 optimizations in the compiler, it would make the plugin crash or stop with an error.
Does the emulator console window show any error message about spu2ghz.dll?
EDIT: I have added a build done without /arch:SSE2, if that works for you, I'll keep building without SSE2.
Last edited by GiGaHeRz; December 30th, 2007 at 03:40..