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Old 08 January 2007, 04:16   #1
NoX1911
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[bug]stereo separation

Stereo separation seems only to work if you change it during emulation. It shows up correctly (40%) when config is loaded but it doesn't have any effect (always 100% / full stereo).

Another minor bug:
0% is the same as 100%. Should be mono instead i think...

Last edited by NoX1911; 09 January 2007 at 21:23.
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Old 09 January 2007, 21:50   #2
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DC offset in audio waves. Its not a static offset (changes from time to time - sample to sample?).
I think it even differs at the same place sometimes so it could be an emulation issue.

Sinc 44.1khz stereo
Kick1.3/OCS


Upper 2 = Original Winuae Left/Right channels recorded with built-in recording option
Bottom 2 = DC corrected by external software.
Waves should be centered at zero line (red line).

It's not that critical but should be avoided if possible. Those "instant" jumps that lead from one offset to another could be audible.
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Old 09 January 2007, 22:01   #3
Toni Wilen
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Quote:
Originally Posted by NoX1911
DC offset in audio waves. Its not a static offset (changes from time to time - sample to sample?).
I think it even differs at the same place sometimes so it could be an emulation issue.
You didn't use game like Turrican 2 or similar with software sample mixing in its music player..?

(will check stereo separation later)
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Old 09 January 2007, 22:11   #4
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The picture shows audio track of 'it came from the desert' avi video. Other games like 'running man' show the same issue.

I will check some different filters and settings. Maybe save state restoration affects as well.
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Old 09 January 2007, 22:20   #5
Toni Wilen
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4 Paula channels to 2 real stereo channel mixing artifact?
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Old 10 January 2007, 01:37   #6
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I tested the game P.O.W..
The intro tune differs at silent parts sometimes. I recorded it 3 times and compared it.



On the first training mission you have to shoot moving targets by mouse crosshair. Two samples are audible. A successfull hit confirmation (high pitch beep) and a machine gun sample everytime mouse button is pressed. (Audible sample file is attached to this post)



The beep sample is larger in vertical size and ~0.2secs long. The machine gun is ~0.7secs and has lower volume. The strange thing is.. the beep sample seems to be played correctly whereas the machine gun goes up and down all the time. Only the left speaker channel was used by the game (2 samples = 2 channels ?).

Beside POW i tested some pre-game intros. They all played correctly.

The "bug" may only occur on heavy stress or user input. It may be even original amiga behaviour.

To get a proof someone would have to sample a real amiga sound output and compare it to winuae output.
Attached Files
File Type: zip pow-sample.zip (117.1 KB, 160 views)

Last edited by NoX1911; 10 January 2007 at 01:53.
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Old 10 January 2007, 08:14   #7
Toni Wilen
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I think I know the reason, second non-playing channel still has the last played sample value in its output. (and it may not be zero)
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Old 13 January 2007, 19:50   #8
Toni Wilen
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Quote:
Originally Posted by NoX1911
Stereo separation seems only to work if you change it during emulation. It shows up correctly (40%) when config is loaded but it doesn't have any effect (always 100% / full stereo).
Confirmed. Stereo separation, filter, interpolation was not initialized until GUI sound panel was visited.. (too much optimization again..)

Quote:
Another minor bug:
0% is the same as 100%. Should be mono instead i think...
It is "feature" because of design bug. Stereo separation at zero could also mean old configuration file (before stereo separation was implemented), forcing all old configurations to mono is not a good idea.

Complete test is: if stereo separation == 0 and stereo mixing delay == 0 -> set stereo separation to 100%.
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