If these work, then it’s almost certainly the first audio device that’s the issue. The easiest way to tell if this is an issue is to try another set of speakers or a pair of headphone with the PC. If a speaker cone is damaged, it can cause muffled audio. Unfortunately, speakers and headsets sometimes blow out. And, of course, blargg has demonstrated that if you don't mind dedicating a lot of CPU time to it, you can stream uncompressed 32 kHz 16-bit stereo PCM - which there's room for about a minute of if there's no actual game hogging up the cartridge.Here are a few causes and fixes for muffled PC sound: Make sure it’s not the speakers or headset Hitting all four ports with HDMA, it seems to me that it might be possible to push nearly 40 kB per second depending on how busy the S-SMP is. Tales of Phantasia famously used this technique to stream a (muffled) vocal track during the intro song, and Star Ocean's soundtrack is undumpable (in SPC format at least) because they changed out instrument data on the fly. Now, you can stream audio to the SPC700 by continually exercising the I/O ports during playback. Saving audio RAM and saving cartridge space are probably two-thirds of the reason SNES audio was sometimes muffled (the third reason being lack of proper prefiltering of samples to counteract the effect of the interpolation filter). One thing you'll notice if you get into SNES music is that sample data doesn't tend to be high-resolution unless it really needs to be, and sometimes not even then. This is how the BS Satellaview, Super Game Boy and MSU1 work. There's an analog stereo passthrough on the cartridge slot the audio module mixes it with its own output. If you want to automate a transfer without having the SNES CPU stuck in a loop, the best you can do is use HDMA and make sure the SPC700 is checking the ports often enough to catch it all. Anything that goes in one side must be explicitly picked up on the other side by the other CPU. (And yes, this means it will cheerfully keep playing a track if the main CPU goes down, because it has no way of knowing anything is wrong.) The SPC700 cannot access the cartridge slot its only connection to the outside world is a set of four I/O ports, which are mapped to $2140-$2143 on the S-CPU side and $F4-$F7 on the S-SMP side. Oh yeah, is the SPC700 8 bit or 16 bit? A lot of places say the processor speed, but nothing else.Įspozo wrote:Does the SPC 700 look straight at the cartridge slot and forget about the 65816, or do you have to tell the 65816 to send information to the SPC 700? (I'm a sucker for this kind of fast passed, cheesy electric guitar crap) I'm pretty sure there aren't more than 6 instruments playing in the song at a time.) How many seconds of audio can you store at the highest quality, assuming you can even change it in the first place? would music like this be possible? (Space wise. I also know that all the sounds are stored in a 64kB space called "audio ram", but I don't really have a good understanding as to how big that is for this sort of thing. Does the SPC 700 look straight at the cartridge slot and forget about the 65816, or do you have to tell the 65816 to send information to the SPC 700? I noticed that the music still runs in a majority of these games even when they crash, so would it be the former? I also know that the SNES has 8 channels for "real life" sound effects (as apposed to FM) that make the music and, off course, are used for sound effects, meaning that you can arrange the tracks for music and the sound effects however you like. I know that the audio is almost entirely separate from the rest of the system and is controlled by the SPC 700 cpu, which is apparently similar to the 65816 cpu found in the other part of the system. This is always something I've been curious about, but never bothered tampering with.
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