You are not logged in.
in the debug box it keeps on printing out Stopping channel 0 due to zero length
the music sounds static and crackly so i don't know if the message has anything to do with it
Offline
yep i tried all the 3 different Synchronization Modes
they sound better and still print out the message Stopping channel 0 due to zero length
and now sometimes it comes up with the message SPU2 > Timestretch Stats > 2% of packets stretched
Offline
none of these messages are relevant.
the output is deterministic.
the game is looping with a small buffer (2048 samples) but i cant remember whether thats exceptionally small. anyway, a smaller buffer will result in more pops if there are timing mismatches. i dont think there is any bug here, just little imprecisions or a fundamental mismatch between the irq timer timekeeping and the audio timekeeping which has always been there and is affecting every game with streamed music.
presently we use doubles to do all this, and we should probably change it to use integers. for example:
static const double samples_per_hline = (DESMUME_SAMPLE_RATE / 59.8261f) / 263.0f;
mismatches between audio and timer timing should pretty much always result in pops.
Offline