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#1 (permalink) |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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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. |
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#2 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: Phoenix, Arizona, USA
Posts: 654
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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 Last edited by dbhankins; October 5th, 2005 at 06:04. Reason: corrected eternal version number |
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#3 (permalink) |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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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. |
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#4 (permalink) |
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Go-player 15 kyu ^^
![]() ![]() Join Date: May 2004
Location: Norway
Posts: 170
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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?! |
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#7 (permalink) |
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the only one you've ever SEEN
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Location: San Francisco
Posts: 21,837
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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
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#9 (permalink) |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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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. |
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#10 (permalink) |
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the only one you've ever SEEN
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Location: San Francisco
Posts: 21,837
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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.
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#11 (permalink) | |
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Go-player 15 kyu ^^
![]() ![]() Join Date: May 2004
Location: Norway
Posts: 170
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Quote:
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#13 (permalink) |
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A Blast from the Past...
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2003
Location: Singapore
Posts: 1,751
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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. " |
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#14 (permalink) | |
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Back to regular business
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2002
Location: in Sachsen
Posts: 3,242
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Quote:
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