SPC player from bsnes
http://forums.winamp.com/showthread.php ... did=202525
Heres a working archiver plugin for RAR files...
http://www.winamp.com/plugins/details/24989 doesn't seem to work... or I fail at command lines
I would love this one more then the above because you can specify RSN extensions.
Heres a working archiver plugin for RAR files...
http://www.winamp.com/plugins/details/24989 doesn't seem to work... or I fail at command lines

You mean, "crackle" right?I notice scratchiness on the "edge" of the sounds on some instruments in MGME (like in SNESamp.) Is that what SNES is supposed to sound like? At the beginning of the song Cotton Island from the game Plok! (everyone should have this set,) the scratchiness is easy to hear.
Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
Playing plok-12.spc from the soundtrack on snesmusic.org with SNES hardware has some slight static at the beginning:
plok_12_on_hw.mp3
It sounds the same in my SPC-700 emulator, with both the accurate and fast DSP versions. I'd guess it's caused by non-smooth volume envelope changes, like the ones audible in the two quieter Maridia tracks from Super Metroid.
plok_12_on_hw.mp3
It sounds the same in my SPC-700 emulator, with both the accurate and fast DSP versions. I'd guess it's caused by non-smooth volume envelope changes, like the ones audible in the two quieter Maridia tracks from Super Metroid.
http://www.winamp.com/plugins/details/24989
How do you setup the command line parameters for the latest WinRAR beta?
How do you setup the command line parameters for the latest WinRAR beta?
Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
k, just checked..The comment at the top of Spc_Dsp.h tells which it is. It's probably the fast version. To switch versions, just swap out the Spc_Dsp.h and Spc_Dsp.cpp files. Personally I don't think the accurate one is worth 3x the processor usage, but I don't have a modern GHz machine.
I'm using your fast version.

Sorry for taking so long.
Currently, I am in the middle of writing a SNES audio plugin for Winamp/XMPlay as I type this, that strictly uses blargg's emu only, which in turn, is what byuu uses. Since both versions (blargg's and byuu's), give exactly the same output, I figured this will be okay. I will be using blargg's "accurate" DSP emu, not the "fast" version if people want to do listening tests. The plugin is pretty basic though.
EDIT: Okay, here:
Currently, I am in the middle of writing a SNES audio plugin for Winamp/XMPlay as I type this, that strictly uses blargg's emu only, which in turn, is what byuu uses. Since both versions (blargg's and byuu's), give exactly the same output, I figured this will be okay. I will be using blargg's "accurate" DSP emu, not the "fast" version if people want to do listening tests. The plugin is pretty basic though.

EDIT: Okay, here:

You can copy the accurate Spc_Dsp.h and Spc_Dsp.cpp files into your MGME plugin source, recompile, and get fully accurate DSP emulation in GME. Shouldn't be any need to create a separate plugin. But now that you have, I'm sure some audiophiles will swear it sounds different. Now you'll have to support this separate plugin 

I knowYou can copy the accurate Spc_Dsp.h and Spc_Dsp.cpp files into your MGME plugin source, recompile, and get fully accurate DSP emulation in GME. Shouldn't be any need to create a separate plugin.


I'm looking forward to your plugin! I'm currently releasing a series of albums that feature all of the original versions of the songs that were rearranged from Brawl, and I'm interested in exporting the audio in the most accurate way possible. Since you guys probably know your stuff when it comes to accurate audio emulation, I have a few questions that I've had a difficult time finding answers for:
1. In what ways is bsnes audio more accurate than what's produced by SNESamp? What are some noticeable differences that you get with a cycle accurate core?
2. What is the most accurate NES plugin, and how exactly is it more accurate than NotSo Fatso (mono, all filters disabled)?
3. What sample rate and resolution would you recommend for exported NES audio?
4. I assume a MAME gameplay sound dump will suffice, but do you know of an emulated sound format for the hardware used by Donkey Kong Arcade?
1. In what ways is bsnes audio more accurate than what's produced by SNESamp? What are some noticeable differences that you get with a cycle accurate core?
2. What is the most accurate NES plugin, and how exactly is it more accurate than NotSo Fatso (mono, all filters disabled)?
3. What sample rate and resolution would you recommend for exported NES audio?
4. I assume a MAME gameplay sound dump will suffice, but do you know of an emulated sound format for the hardware used by Donkey Kong Arcade?
I don't think anyone knows how it compares. I don't think anyone's run my thorough DSP test suite on it yet. I doubt anyone could tell the difference, except for a few cases where some obscure inaccuracy is exposed. An accurate player will click in Donkey Kong Country - Fear Factory about 41 seconds in, and Cave Dweller Concert around 71 seconds in (1:11) on the right side. The opening monster scream on Chrono Trigger - Last Battle also sounds slightly off if the pitch modulation isn't emulated exactly (you'll have to compare with an accurate player to hear the difference). Those are about the only noticeable differences between my accurate and fast DSPs, but there's no limit to how inaccurate an emulator can be.VideoGameScrapBook wrote:In what ways is bsnes audio more accurate than what's produced by SNESamp? What are some noticeable differences that you get with a cycle accurate core?