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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - General Emulation - What makes SPC emulators sound bad? | |
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Dart Zaidyer

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Posted on 06-27-04 02:11 AM Link | Quote
I've been wondering something for a while and I'm hoping someone here knows enough to answer it.

What, exactly, makes an SPC Emulator go off-key and playback on a higher pitch than a real SNES? Is the core itself flawed, or is there some switch that's never turned on by default that you have to fumble around for?

Some well-known emulators that suffer from this problem are OpenSPC, SNES9x (circa 2001 or so) and whatever is being used to allow the great Zelda Classic to play SPCs in the next release.

Any advice, especially from a programming standpoint, would certainly help to anyone hoping to avoid that problem or perhaps fix it in their emulator of choice. (I, for one, am sick of getting off-key Impulse Tracker dumps out of OpenSPC.)
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Posted on 06-27-04 02:26 AM Link | Quote
Maybe your SNES is broken? Sounds about right to me. Play with the options a bit.
Dart Zaidyer

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Posted on 06-27-04 02:45 AM Link | Quote
What "settings" have to be changed, EXACTLY?

This URL, courtesy of a friend, leads to a wav file that shows the difference between a real SNES and OpenSPC/Zelda Classic's emulation. (Don't eat the bandwidth, now.)


The first part is an SNES, the second is a broken emulator.

There is a difference. What I need to know is how it's caused.
Drag

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Posted on 06-28-04 01:59 AM Link | Quote
The programmer of the SPC700 emulator for the snes emulator just has the pitch playback formula or whatever off by a few cents. I've noticed that too with certain emulators, but never cared about it.

There isn't anything you can do about the pitch, except use a different emulator.

Not your fault.
Keitaro

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Posted on 07-03-04 06:58 AM Link | Quote
open spc dumps are always off key. they use a slightly off key sampling rate by default. Play around with it some, and you'll get it
Dart Zaidyer

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Posted on 07-04-04 11:37 AM Link | Quote
Do you understand just how long it takes to "play around with it" before it's perfect?
Not only do I have to tinker with the samples, but I also have to edit the song data itself to insert Note Cuts where OpenSPC decides instead, in the most insane of ideas ever, to simply turn down the volume when a note ends. This results in muddy music and a slap upside the head to accuracy.

But this isn't just about OpenSPC, it's about similar emulators with that kind of faulty APU. They need to be fixed, and no amount of fiddling or switching will change the fact that the APU itself is programmatically flawed. And in the particular case of closed-source programs like Zelda Classic, using canned goodness is not an option because it's all GPL'ed. So from a programmer's standpoint... What is the CORRECT way to go about an SNES APU?
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Posted on 07-07-04 01:59 PM Link | Quote
Ever thried the SPC Core of ZSNES or SNES9x?

the SPCAmp and SNESamp Winamp Plugins?

Or Super Juke Box? (All aviable at Zophar's Domain.
Dart Zaidyer

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Posted on 07-07-04 10:57 PM Link | Quote
I reiterate: Those are all good, but the best ones are Open Source under the GPL. In particular, Zelda Classic cannot use them because the GPL requires that it become Open Source if it does. For various reasons, that's not going to happen.
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