|
|
Search
|
Home | Register | Downloads | FAQ | Members List | Calendar | Arcade |
» Less advertising throughout
» Post and participate in discussions
» Network with other forum members
» Free private messaging
|
LinkBack | Thread Tools | Display Modes |
|
#1 (permalink) |
It's a Spinning Smile!
Join Date: Oct 2001
Posts: 5,300
|
I haven't seen this posted anywhere, so whilst this news is a tiny bit old (Beta was released Aug 22, 2005), it is certainly worth drawing to peoples attention! Eternal SPU (a PlayStation 1 Sound Plugin) has had a new beta update, this brings us to 1.5 beta2. Always fantastic to see such a brilliant PlayStation 1 SPU plugin being updated and worked on. Note this is a beta so there may be stability / sound issues, so unless you are adventurous we recommend you stick to the last 'official' release. I can't read Japanese particulary well, so as for changes, I am unsure, try it, you might like it!
__________________
» Beta Tester for PCSX2 | ZeroGS KOSMOS | Satourne | nullDC | Dolphin | Misc Projects « » Intel Core i7 950 D0 @ 3.7GHz | GeForce 285 GTX | Corsair Dominator 6GB @ 1866MHz « |
|
|
Advertisement | [Remove Advertisement] | ||
|
|
#4 (permalink) |
Emulation64's Animal >:D
Join Date: Apr 2001
Location: United States
Posts: 1,212
|
Yeah I saw this posted on EF by PsyMan back on the 22nd of August and a few other sites. It's old news but I guess better old news then no news.
__________________
Emulation64.com | EFx2Blogs Forums | EFx2Blogs - Sign Up For Your Own Free EFx2Blog Today! |
|
|
|
#6 (permalink) |
the only one you've ever SEEN
Join Date: May 2003
Location: San Francisco
Posts: 21,979
|
yeah, a lot of people have tried it out, it's been out for a while n_w95482 reported that it works fine, but he got a lot of errors in the DOS window with ePSXe. the SSSPSX website reported that the beta of 1.50 uses a lot less CPU usage than 1.41 (at least i think that's what it said, i may have misread).
__________________
Dedicated to mediocrity and repetition since 1994. |
|
|
|
#9 (permalink) |
Registered User
Join Date: Aug 2001
Posts: 28
|
I can't read Japanese very well, but from what I can make out of the changelog, most of the changes relate to a new reverb engine. This new engine appears to be based off of research into the reverb behaviour of a "real" PS2, and should have significantly better accuracy than Neill's version of reverb. In addition, some more Tales of Destiny and Valkyrie Profile audio bugs related to IRQ appear to be partially fixed (via the "Force interruption flag7" checkbox), FIR interpolation was added to the new reverb engine, and some noise (RNG algorithm) and volume bugs were fixed. There's a bunch of technical stuff in the changelog as well about specific changes, but it's beyond my translation skills.
|
|
|
|
#11 (permalink) |
Registered User
Join Date: Aug 2001
Posts: 28
|
It's included in the archive itself -- the file titled 変更点.txt. Here's what it says; hopefully, you can make more sense of it than I can: ・新リバーブを実装。独田地獄斎氏の解析結果を参考に新規実装。(05.06.26) by Yano ・新リバーブのLPFの使い方を修正。(05.06.28) by Yano LPFを壁の反射係数の周波数特性の模擬に使うようにした。独田地獄斎氏は単に入力のFIRと共用してLP F(IIR)が使われていると考えているようだが、プリセットのパラメータでは殆ど聴感上の効果は得られな い。また、Neill Corlett氏は初期反射の中で用いているが、使い方が間違っているため残響において実機との相違を生ん でしまっている。 ・新リバーブの初期反射(Wall Reflection)の左右の扱いを修正。(05.06.29) by Yano 初期反射の左右の扱いについてプリセットのEcho等のパラメータ設定を見ると独田地獄斎氏の結果は間違っ ていそう(Corlett氏が正しそう)なので、修正した。 ・新リバーブの出力部をFIRで補間(22k->44k)するようにした。(05.06.29) by Yano ・新リバーブのLPFの挿入位置を変更。(05.07.04) by Yano ・Reverb off時はWork Areaへの書き込みを停止した。(05.07.04) by Yano ・Neill's に "+1sample"を入れ忘れたバグを修正 (05.07.07) by T.Yano Neill Corlett氏の解析結果に基づくリバーブ("Neill's")を実装したときに、書き込みにおいて"+1sample"の位置にしていなかったバグを修正した。 ・新リバーブにおいて、左、右を1サンプル毎交互に処理するように修正 05.07.07 by T.Yano 実機調査の結果、同一のオフセットに対する書き込みにおいて、まず、左サンプルを処理し、次のサンプルで右 を処理することが判明したので、修正した。 ・新リバーブのComb Filter内LPFの1sample delayをSPUメモリを使うように修正 05.07.07 by T.Yano 実機調査の結果、SPUメモリの読み出しで実現していることが判明したので、修正した。 ・Noiseの乱数発生アルゴリズムを32次M系列(32,22,2,1)から16次M系列(16,13, 12,11)に変更した。 05.07.09 by T.Yano 実機調査の結果、Noise発生多項式が判明したので、修正した。ついでにBit Reverseアルゴリズムをbit数の対数時間で処理できるものに変更。 ・Noise発音中はEnvelope.stop()を保留するようにした。 05.07.10 by T.Yano Noise調査中に、Noise発音中は裏で動いているVAGデコードのflag 1,5のEnvelope.stop()が保留され、NoiseModeが解除された後に実行されることが 判明したので、修正した。 ・Tales of Destiny, Valkyrie Profileで起こっていたSPU-IRQが期待通り発生しない問題にて、 「SPU IRQ - Force interruption flag7」で解消していたのを、Voice: Flag7時RepeatAddressがSpuIRQAddressだったらIRQを発生させるように変 更。(05.07.24) by Iori ・Volume実機解析に基づき、エンベロープ再実装。(05.08.21) by Iori Volume::getCurrentVolume()は-32768~32767を返すように変更。 上記変更により、SPUのCurrentVolume値Read時の<<1削除, MixerのVolume乗算部のシフト値を14→15に変更。 |
|
|
|
#12 (permalink) |
the only one you've ever SEEN
Join Date: May 2003
Location: San Francisco
Posts: 21,979
|
ah i didnt notice. whatever, i'll translate it later....if anyone cares. otherwise i'll just skim it for my own satisfaction
__________________
Dedicated to mediocrity and repetition since 1994. |
|
|
|
#13 (permalink) |
Devil's Advocate
Join Date: Feb 2005
Location: Miami, FL
Posts: 2
|
Datana, I was just wondering if your mention of the "PS2" was an error or if that is actually what it says. It made me think how great it would be to have an Eternal SPU for PCSX2 and if maybe they were working on that as well. Eternal is definitely my favorite PSX SPU anyway.
|
|
|
|
|