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    19. September, 2004 Version 1.9

    - LDChen is currently working on a free psx emu for PDAs,called FPSEce (check out www.fpsece.net for more infos),

    and of course one of his biggest concerns is speed. Therefore he improved the ADSR handling speed of theP.E.Op.S. sound plugin... dunno if PC users will also

    note a speed difference, give it a try.

    - LDChen also suggested to change some global variablehandling for improving the speed of his port, so Pete

    adjusted a lotta functions... hopefully it will help as well :)

    - LDChen noticed that Crash Team Racing used a SPU IRQ address inside the decoded sound buffer area. Well, it seems that ePSXe has its own way to handle such IRQs, but other emus may need support from the spu plugin, so Pete added a new option called "Handle IRQs in decoded sound buffer areas". Suggestion: at least turn it on if you are not using ePSXe, or if you're encountering special problems, like a game locking up. There is no guarantee that the

    option will fix your problem (after all, CTR is the only known game with such IRQs right now), but who knows...

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    25. April, 2004 Version 1.8

    - Pete fixed finally (harhar) the frequency modulationemulation. So certain sound effects (for example in

    some Sqaresoft games like Vagrant Stories, FF9, LoM)will be much better.

    - Pete added the ZiNc sound plugin interface. That means you can now use the P.E.Op.S. spu plugin with the ZiNcemu (by renaming the plugin to "sound.znc" in Windowsor "libsoundznc.so" in Linux).

    Please note that in Windows you will need a psx emulike ePSXe to change the plugin settings (since youcannot access the plugin's config window with the

    ZiNc Windows version... well, maybe some ZiNc frontend coder will take care about that).

    Also note that the ZiNc sound plugin only emulates

    the psx spu which is used in some ZN games. So there will be a) no differences in the qsound music compared to my old sound.znc, and b) of course games which are using a different type of spu will still be silent.

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    09. Juny, 2003 Version 1.7

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    - Xodnizel suggested to change the internal Reverbhandling, to get some better music in FF7. OK,

    done :)

    - Eric adjusted his cubic interpolation algorithm. No big change, but more correct (prolly nobody will hear a difference anyway :)).

    - Pete added a special compiler switch to disable the Linux pthread usage. If you are having troubles to usethe MesaGL gpu plugin and the P.E.Op.S. spu plugin

    together, you can now set the NOTHREADLIB switch in the Makefile, and compile your own plugin (simply type 'make'). That will prevent seg faults on startup with RedHat/ Mandrake distros, of course there is a small penalty: without the thread mode it is more likely to get small sound breaks, especially if your cd drive is having an hard time reading psx cds.

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    05. April, 2003 Version 1.6

    - Eric added another interpolation mode, called "cubic interplation". That one offers a better treble than the gaussian mode (imho), so give it a try.

    - Xodnizel has coded a xmms audio plugin, based on the PCSX and P.E.Op.S. spu open sources. You can find his work here: http://xod.starmen.net/sexypsf/Doing this he found some apparent bugs in the spu plugin,

    and he was kind enough to inform me (Pete) about them: a small buffer overflow did happen when gaussian interpolation was used, prolly that's the reason for the distorted sounds some users reported.

    So I've decided to increase the interpolation helper buffer, that a) will fix the issues and b) it gives more room for evenbetter interpolation techniques in the future.

    Because of that change I had to clean up the save state loading, though... maybe some of your old save states will have no sound after loading, sorry. Of course easy to repair: play a bituntil the sound reappears, or save the game to a memorycard file, restart the game, and load that save instead.

    I've also fixed a small bug with save states, which could causecrashes when the state was loaded with a different interpolation

    mode as it was saved before.

    - Also please note (Linux users only): the newest RedHat 9

    will come with a new thread library (Posix style). I don't know how it will affect the spu plugin (which is using the pthread library), but there are already known problems with the nVidia drivers or Wine, for example. So, if you are in doubt: feel free to compile your own plugin... the full sources can be found, asalways, on: http://sourceforge.net/projects/peops/

    The same applies to the ALSA port, some users (including me, ehehe) had trouble to run linuzappz's ALSA port, so prolly it would be best if you compile your own plugin version (didn'thelp on my system, though ;))

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    06. March, 2003 Version 1.5

    - linuzappz added a 'mono' mode for better speed on slowersystems/soundcards. He also created a Linux ALSA port of the

    spu plugin, give it a try on your Linux box. Please note: the config files are still called "...PeopsOSS...", even if you are using the ALSA version.

    - yokota created a patch to compile the Windows version with the free mingw compiler. It's included in the "mingw" subdirectory, if you are interested in compiling (and maybe improving? :)) theWindows plugin without owning MS Visual C.

    - kode54 made the biggest and most important changes in this release. He added a gaussian interpolation algorithm, which improves the sound quality largely. He also adjusted a few register writes, the ADSR handling and the internal sound flags, so be prepared for an higher compatibility as well... for example check out the frequency modulation effects in Vagrant Stories, the game never sounded better with the P.E.Op.S. spu... big cheers to kode54 :)

    - Pete did nothing. Ahem. Well, he mixed it all together, addedlinuzappz's mono mode to the Windows version, modified the

    Windows/Linux config dialogs (now you can choose between 3different types of interpolation: none, simple or the new gaussian

    one), and re-adjusted some of kode54's adjustments to preventsome games from breaking ;)

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    06. February, 2003 Version 1.4

    - All changes were done by Pete - but a special big 'thank you' goes to Neill Corlett for his psx reverb investigations.

    - A sound recording feature has been added to the MSWindows plugin: if you activate that option in the spu config, an additional recording window will appear on spu startup. Using that window you can specify a WAV filename and start/stop the recording. The sound will get saved as a 44.1 khz 16 bit WAV stream, so you can use any media player for playback. But be aware that such files will grow quickly while the recording is active.

    - The biggest spu improvement is a good emulation of the psx reverb effects - based on the reverb notes of Neill Corlett. I've added

    a new reverb config option: now you can choose between "no reverb" (fastest, but boring), "simple reverb" (my old fakereverb mode) and "psx reverb" (the new mode, recommended).

    - I've also added an easy up/downsampling interpolation, to improve the sound quality. This will produce somewhat smoother sounds... it's not like a real sampling or low-pass filter, but on the otherhand there should be no real speed impact as well.

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    07. January, 2003 Version 1.3

    - All changes were done by Pete: first a small crashing bug on plugin close has been fixed, when XA was enabled.

    - The internal reverb handling has been improved. It's a bitfaster now, and even sounding better than before.

    - Spu IRQs are slightly better handled (see FF8 intro mdec),and also the frequency modulation and loop handling has

    been changed. Means better sound and compatibilty in somegames :)

    - Biggest change: the ADSR volume envelope is now doneaccording to the timing notes of Neill Corlett (thanx to _Demo_

    for the hint). Neill's ADSR timings are sample-based, whichmeans a much better precision compared to my old millisecond-

    based ADSR functions. Result: very nice sound, but prolly also abit slower (I haven't noticed any slowdowns on my Athlon XP 2000+system, though ;))

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    09. November, 2002 Version 1.2

    - linuzappz replaced the "spuupdate" with the newer "spuasync" interface. That will improve some critical spu timings. Note: since the last available epsxe Linux version doesn't support "spuasync" yet, the Linux plugin port has both interface functions available.

    - Pete fixed a small bug with Linux cfg reading, now the cfg file will be read even if it's not in the "cfg" subdirectory.

    - Pete added an "additional reverb effects" option, which will make the overall sound somewhat fuller, but it will need more cpu power as well.

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    16. May, 2002 Version 1.1

    - First release of the P.E.Op.S spu plugins, same funcs and features as Pete's DSound/OSS spus version 1.15 Check out https://sourceforge.net/projects/peops/ for futurereleases.

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