Emuforums.com

Go Back   Emuforums.com > PSX Emulation > PSX Plugin Questions & Troubleshooting
About Us Register FAQ Members List Calendar Mark Forums Read

Reply
 
LinkBack Thread Tools Display Modes
Old October 5th, 2005   #1 (permalink)
Registered User
 
Join Date: Sep 2005
Location: Earth
Posts: 43
Is MIDI handled by the emulator or the plugin?

I've been messing around with various emulators tyring to find one that's perfect in all areas with FF7 (with little luck I'm afraid, all are good in some areas but weak in others, and none combines all the strenghts).

Anyway I noticed that the midi music was quite different between ePSXe and SSSPSX even though I was using the Eternal sound plugin with both.

For example the initial midi track in the train area has a "trumpet" part with some notes that are sustained for a while. ePSXe holds these notes correctly, however SSSPSX plays short blasts that do not sound right. So does the emulator control midi or is it the plugin?

Anyway to fix the problem SSSPSX? Sucks because the game seems to run better on SSSPSX, but the music sounds much better in ePSXe.
Stevedroid is offline   Reply With Quote
Old October 5th, 2005   #2 (permalink)
Registered User
 
dbhankins's Avatar
 
Join Date: Aug 2005
Location: Phoenix, Arizona, USA
Posts: 654
I just tried both and couldn't tell any difference in the music. Perhaps you're not using the same sound plugin with the same settings in both.

If the trumpet part you're talking about is when the music gets "exciting", when AVALANCHE jumps off the train at the beginning and knocks down the first two security guards and Cloud fights the next pair, then I have to say that with the same plugin and settings they sounded identical. To my ears, anyway. I let each play for several minutes, paying special attention to the beginnings and ends of notes.

Now the attack and decay at the beginning and end of the notes is softer with a real Playstation (I checked against that too), but the two emulators sounded the same to me.

I've attached an image of the Eternal 1.41 settings I'm using - BTW, the "lori" reverb seems to give the softest attack/decay of all the reverb settings, and I tried them all.


Dan
Attached Images
File Type: jpg temp.JPG (33.5 KB, 16 views)

Last edited by dbhankins; October 5th, 2005 at 06:04. Reason: corrected eternal version number
dbhankins is offline   Reply With Quote
Old October 5th, 2005   #3 (permalink)
Registered User
 
Join Date: Sep 2005
Location: Earth
Posts: 43
I just tried it again and the problem was gone! I know for a fact it was there before - maybe just some odd bug related to running a bunch of different emulators in the same session.

Yay! SSSPSX for teh win

Thanks for all the help BTW.

-edit-

See post below, but in short, I found out it was related to starting from save states.

Last edited by Stevedroid; October 6th, 2005 at 23:29.
Stevedroid is offline   Reply With Quote
Old October 6th, 2005   #4 (permalink)
Go-player 15 kyu ^^
 
TheMaister's Avatar
 
Join Date: May 2004
Location: Norway
Posts: 170
I'm not so sure about this. A year ago when I used PSXeven, the sound went always twice as fast as it should. (I played FF7 - PAL) I think this was a bug with the emu.

My theory is that MIDI's are handled by the CPU (emu) and the sound output is handled by the SPU.
Why don't you ask the emu-authors or Pete?!
TheMaister is offline   Reply With Quote
Old October 6th, 2005   #5 (permalink)
the only one you've ever SEEN
 
hushypushy's Avatar
 
Join Date: May 2003
Location: San Francisco
Posts: 21,837
there are no MIDIs in PSX games.

PSF files maybe...?
__________________
Dedicated to mediocrity and repetition since 1994.

2008 "How Not to Post" guide
hushypushy is offline   Reply With Quote
Old October 6th, 2005   #6 (permalink)
Go-player 15 kyu ^^
 
TheMaister's Avatar
 
Join Date: May 2004
Location: Norway
Posts: 170
But PSF's are equivalent to MIDI's. It's basically the same.
TheMaister is offline   Reply With Quote
Old October 6th, 2005   #7 (permalink)
the only one you've ever SEEN
 
hushypushy's Avatar
 
Join Date: May 2003
Location: San Francisco
Posts: 21,837
equivalent in that they both use a preset list of instruments, yes. so are MOD files so why dont you include them? basically the same...yes. but the same? nope.

"is MIDI handled by the emulator or the plugin?" ---in response, no, because no PSX games use MIDI
__________________
Dedicated to mediocrity and repetition since 1994.

2008 "How Not to Post" guide
hushypushy is offline   Reply With Quote
Old October 6th, 2005   #8 (permalink)
PCSX2ベータテスター
 
Seta-San's Avatar
 
Join Date: Dec 2001
Location: Nebraska
Posts: 1,393
midi uses math in order to approximate the sounds of real world instruments. That calculation produces a wave that can be output to the sound system.
__________________
Seta-San is offline   Reply With Quote
Old October 6th, 2005   #9 (permalink)
Registered User
 
Join Date: Sep 2005
Location: Earth
Posts: 43
I was able to duplicate the problem and it does seem to be a problem with SSSPSX - specifically the save states.

Whenever I restore from a save state the music has the problem where the notes aren't held correctly. I'm assuming it's related to the timer or something like that. Anyway, when I start a new game it's fine. I'm not sure whether or not save games will have the problem (I haven't really had a chance to actually play the game up to a save point), but I'm guessing it's a different enough mechanism that it would not.
Stevedroid is offline   Reply With Quote
Old October 7th, 2005   #10 (permalink)
the only one you've ever SEEN
 
hushypushy's Avatar
 
Join Date: May 2003
Location: San Francisco
Posts: 21,837
that's just an inherent problem with save states. a lot of sound problems are caused by save states. a lot of time you'll load up a save state and there wont be any music at all.
__________________
Dedicated to mediocrity and repetition since 1994.

2008 "How Not to Post" guide
hushypushy is offline   Reply With Quote
Old October 7th, 2005   #11 (permalink)
Go-player 15 kyu ^^
 
TheMaister's Avatar
 
Join Date: May 2004
Location: Norway
Posts: 170
Quote:
Originally Posted by hushypushy
that's just an inherent problem with save states. a lot of sound problems are caused by save states. a lot of time you'll load up a save state and there wont be any music at all.
Yeah.. It will especially happen when you make a savestate in a FMV or where there are XA sound.
TheMaister is offline   Reply With Quote
Old October 7th, 2005   #12 (permalink)
the only one you've ever SEEN
 
hushypushy's Avatar
 
Join Date: May 2003
Location: San Francisco
Posts: 21,837
i get sound problems in FF7 when i load save states...its ok though when i switch areas it fixes itself though; no big deal
__________________
Dedicated to mediocrity and repetition since 1994.

2008 "How Not to Post" guide
hushypushy is offline   Reply With Quote
Old October 9th, 2005   #13 (permalink)
A Blast from the Past...
 
fireblaster_lyz's Avatar
 
Join Date: Aug 2003
Location: Singapore
Posts: 1,751
Besides,
I tried save-stating during MDEC sequences (as in FF9, using ePSXe 1.6.0) without any significiant problems.

(That's was luck :: Running the CD and save-stating it)

I remembered I was using Thread in the Eternal's SPU config at that time.
__________________
Regards,
fireblaster_lyz


Plugin(s) Configuration:
ePSXe/PSXeven/SSSPSX
Pete's OpenGL GPU v2.7 | Eternal SPU v1.41 | P.E.O.p.S CDR Plugin

Plugin(s) Links:

Pete's Bernert
Lewpy

Configuration Guides:
Troubleshooting FAQ (READ ME FIRST)
Kane

General Configuration Guide (in Japanese)

Click here. (Dumping BIOS, Everything)

"Because i want my computer to stay a computer. I dont want to be just a psx. "
fireblaster_lyz is offline   Reply With Quote
Old October 13th, 2005   #14 (permalink)
Back to regular business
 
F-3582's Avatar
 
Join Date: Mar 2002
Location: in Sachsen
Posts: 3,242
Quote:
Originally Posted by Seta-San
midi uses math in order to approximate the sounds of real world instruments. That calculation produces a wave that can be output to the sound system.
Nope. Sorry to say that, but what you describe is the way Pulse Code Modulation (aka PCM aka .wav) works. MIDI only describes which instrument/sample/noise to use, the pitch, volume etc. which is used as a language for Synthesizers and PCs or other stuff to communicate. This information is used on an existing wavetable and even sometimes produces some listenable result.
__________________
In a world without walls and fences - who needs Windows and Gates?

F-3582 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT. The time now is 19:25.

© 2006 - 2008 Emu Forums | About Emu Forums | Legal | A member of the Crowdgather Forum Community


Powered by vBulletin® Version 3.7.0 Release Candidate 3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.2.0 RC5