Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - LackofTrack

Pages: [1] 2
1
 :) That is the Sega XA ADPCM encoder I'm taking about. It outputs a XA audio file with no header. So you are using XA audio. Also CD-XA has nothing to do with the fact that you are using an iso.
CD-XA will work perfectly fine in a iso.(CD-XA is within the iso itself. CD-DA is not actually in the iso. You have to use a cue file in order to tell the iso to use your CD-DA files.)

2
Are you using the XA ADPCM audio encoder by Sega for Mac? If So then you need to use the function 'PCM_SetInfo'. The files the XA encoder outputs doesn't have a header
so you need to specify the audio information. Also I'm pretty sure you can only use Stream playback mode when using XA audio.

3
I thought the CPU overhead they were referring to was one of the SH2 processors.
It would be a relief if they were talking about the M68k processor, but if that's the case then what's stopping you from doing 44khz ADPCM? It is only has about 30% CPU overhead.(What else would the M68k processor be doing besides this?)

4
22 khz ADPCM is pretty impressive. You save quite a lot of space with it compared to Redbook audio and it doesn't sound that bad either.
Only problem with it is the amount of CPU overhead it takes.

5
Awesome work ponut64! Hopefully this will be able to make more people use the SBL ADPCM library now.

6
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: June 21, 2018, 06:49:12 am »
Have you guys tried the emulator Mednafen? I just downloaded the latest release of Jo engine and used mednafen and the audio demo worked perfectly for me.

7
Project announcement / Re: Sonic Z-Treme
« on: April 06, 2018, 12:38:22 am »
Burning Rangers uses ADX audio which is able to play multiple tracks at once. How many I don't know.
Looking at the files it seems most of the music in BR is definitely not "Redbook Audio" quality. Most of them are only 22500hz which is also the sample rate for speech used in the game.
The sample rate's probably low to reduce the CPU workload. There are however some 44000hz (RedBook) songs in there. They seem to be only used for non CPU intensive areas (Menus, Title screen, etc).

Thanks.
But if anyone wants to do it, it would be more than welcome for the whole community!
I need to finish the model converter I promised and continue working on the engine for a long overdue update.

Edit : Just added an image of PCM-ADPCM CPU overhead. Note that playing small sounds from memory is less expensive since you don't need to transfer data from the CD, but it still requires DMA and hogs the B-Bus.

I know this table data. :)

But I have a doubt. The overhead are for 1x SH2, for 2x. For the M68000? For all?

And more. The formula use it to calculate this value % is this: R = (100 X Ttask) / Tplay

Whit this, really not know, which CPU refer, or quantity of cycles used for DMA transfers or decompress the ADPCM data... And another doubt is, use it DMA transfers via SCU or directly SH2 to 68EC000 or SCSP. Or both.


Last. ADX form CRI, is possible better implementation of ADPCM for SS. Burning Rangers or Deep Fear, play BGM all time, and use it also for speech or dialogues. I don’t know if is possible play more than one stream or more, play directly from RAM and mix "like" PSX. I cant find the SS library functions form ADX in the web.

Greetings!

Corvusd is definitely right. The data chart doesn't really do a good job at explaining what's happening to what.
Although I assume when it refers to CPU overhead it refers to the M68000. This is just a guess though.

8
Project announcement / Re: Sonic Z-Treme
« on: April 05, 2018, 12:47:34 am »
Ah. Gotcha. Well I hope you succeed in doing so. It would be really impressive for a Saturn homebrew to feature sequences.
I don't think that's ever been accomplished before. Good Luck!

9
Project announcement / Re: Sonic Z-Treme
« on: April 05, 2018, 12:35:50 am »
Using Midi Audio would definitely be nice indeed but, don't you need an actual development kit for that?

10
Project announcement / Re: Sonic Z-Treme
« on: April 05, 2018, 12:19:28 am »
Good Job on figuring out how to use the Audio Ram and Tone Editor XL2!

For the music are you going to try to use SBL PCM-ADPCM Library to play back AIFF files or perhaps encode your audio to use XA ADPCM instead? Or will you just stick to CD Audio?

11
Hi!
Thanks for checking out the mod.
If you don't mind could you please check to see if this works properly on a real Saturn.
I have one but, don't have any spare cd-rs to burn at the moment.

12
General discussion about the Sega Saturn / Sonic Jam: Better Music Edition
« on: February 20, 2018, 06:59:10 am »
Hello everyone!

I have created a mod for Sonic Jam which intends to improve the music quality found in the classic games.

In my opinion the music quality for the classic games is quite muffled and doesn't sound as as good as it could be. I decided to fix this by recording all the music for the classic games on my original hardware (Sega Genesis model 1) and putting them into Sonic Jam. I've only done Sonic 1 and 2 so far but, I do plan on finishing up Sonic 3 and Knuckles soon. If you guys want I can provide a tutorial on how to replace Sonic Jam's music.

Below is a link which provides the bin/cue files for the modded Sonic Jam and 2 wav files for comparison between the original music and new music.

Edit: Forgot to mention the Sonic Jam bin/cue file is set to the USA region.

https://mega.nz/#F!Ao5xHThC!04VdMYvNmoFIIB3sfSTiyg

13
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 27, 2017, 02:39:56 am »
Sadly your idea didn't work XL2.
The actual address for low work ram is 0x00200000 but that didn't work either. It's not a big problem as it was just a test to see how well I can code. Thank all you guys for the help though!

14
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 23, 2017, 03:19:20 am »
Both files individually seem to play just fine. It is when you load them together that you start to see problems.
I'll see if your Low Work Ram solution will work. Thanks for helping!

15
General Jo Engine Help / Re: A few questions about PCM functionality
« on: September 22, 2017, 04:45:23 pm »
Here's the two audio files I'm using.

Pages: [1] 2
SMF spam blocked by CleanTalk