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Found a bug! by Yoshinkeru at 11:50 PM EDT on October 24, 2005
Not sure if it's one-time, but I thought I'd mention it anyway. I had foobar on random play, and when it went from Legend of Zelda: Ocarina of Time's "Deku Tree" song to Mario Kart 64's "Rainbow Road", the drums were real "fuzzy". Wonder what happened?

End of line.
by hcs at 12:44 AM EDT on October 25, 2005
Here's a tip: you can tell if it's "one-time" by recreating the incident, i.e. playing those tracks in order. I've done this and been unable to reproduce anything obviously unusual.
Do you have Audio HLE or Auto Audio HLE enabled?
64th Note v1.0 beta 21 by hcs at 3:13 PM EDT on October 26, 2005
64th Note v1.0 beta 21 and source.

I fixed that bug Josh and I were discussing that broke games using the alternate FPR access mode, and I also implemented a small workaround for an irritating problem with the DirectSound output plugin, wherein it would cut off the track early (like a half second). It seemed to be due to the size of the buffer, as when I changed it to 333 ms (from 2000ms) that problem went away, so I now don't stop sending data to the output plugin until (Track Length + Max Latency) (max latency being the buffer size, or close to it). I've tested it with the DSound output plugin and also WaveOut, but I haven't tried any of the alternate players (XMPlay, KBM, foobar2k, etc.) yet.
Worse than expected! by Yoshinkeru at 6:02 PM EDT on October 26, 2005
Nope, hcs, this one's for real! But it's not just that one track, and it doesn't matter what track comes before--it seems the whole Mario Kart 64 is messed somehow! I even tried it with this newest version you have, beta 21.

And yes, I do have Audio HLE and Auto Audio HLE (both) enabled. So what's this mean?

edited 10:09 PM EDT October 26, 2005
by Mouser X at 6:12 PM EDT on October 26, 2005
It means that you should probably not use "Audio HLE" on the Mario Kart set (as well as the Zelda: OoT set as well, actually). HLE stands for High Level Emulation (I think. I know I mentioned it once before, but I can't remember if that's correct or not). What that means is that it's actually not emulating the hardware of the 64. As such, because it's a little off, some of the songs will do funny things. OoT will, occasionly, sound odd (one track plays so quiet it's almost silent) and for Golden Eye, it sounds really messed up. That's why there's 2 Audio HLE settings. One will turn on Audio HLE all the time (resulting in possible errors) and the other will turn it on if the set you are playing is verified as good with Audio HLE on (the settings are stored in a *.ini file). Since you have Audio HLE on, it's on all the time. I would recommend that, if you want to use Audio HLE, you leave it to Auto Audio HLE. That way, only the sets that work good with Audio HLE will use it.

That will probably help fix your problem. Hopefully, that helps. Mouser X over and out.
Odd... by Yoshinkeru at 6:26 PM EDT on October 26, 2005
I wasn't having problems with OoT, actually.

And you were right--well, partially. Seems I have to turn off Audio HLE altogether, that is, can't have it OR Auto. Well, whatever works, I guess.
by hcs at 6:44 PM EDT on October 26, 2005
Hmm, I had Mario Kart 64 set as good for Audio HLE, thus it would be enabled if auto audio hle was checked.
Looks like I need to be more careful with those. Does anyone want to volunteer to check through all the sets for Audio HLE compatibility? Or a few people? I don't think I can do justice to the feature, I'm going to strip everything I'm not absolutely sure of out of the INI now and it'll ship like that in 1.0 if I don't get some support for this.

edited 10:54 PM EDT October 26, 2005
by hcs at 11:25 PM EDT on October 27, 2005
That end of track issue turned out to be caused by the fact that I had enabled the "Remove silence at beginning/end of track" option in the DirectSound output plugin. Doh. Not that the workaround causes any problems, but I'll be removing it since it isn't necessary.
Good,but doesn't work with Otachan's ASIO plugin :( by nakamichi at 4:13 AM EST on October 30, 2005
Just tried 64th Note 1.0 b21
It doesn't work with HQSoftProc Plugin 4.4 and Otachan's ASIO plugin together (the SSE .dll version).
I don't want the plugin to round the frequency,but use HQSoftProc to do that instead.
But even if I do set that option,it does not work properly.
Also,I use ASIO4ALL v2.6 instead of ASIO2KS. ASIO4ALL is light-years better :)

Now,it works with HQSoftProc only if I use DirectSound instead of ASIO. With ASIO it does not.

Note: 0.9 worked perfectly fine for some rips,but unstable or not at all for many (crash-fest).

Using a standard Audigy2 soundcard,AMD AthlonXP CPU.


Resampling techniques are not needed.The HQSoftProc plugin will solve this with the best quality possible. The thing is to bug the author to add support for bizzare frequencies like this :)

The .EXE version of Otachan's ASIO Plugin is not more advanced. The version number is lower because it needed less bugfixes to reach the same level of features and performance.

Otachan DOESN'T make faulty plugins.You don't understand how ASIO works. ASIO is a standard primarily used by musicians and operates on certain selected (fixed) samplerates mainly used in music production.
It can support bitrates from 16,24,32 bits (integer and float) and fixed samplerates of 8,11,22,24,44.1,48,88.2,96,192 and higher multiples.
It cannot support weird samplerates natively.That's why you MUST use an external resampler plugin before the ASIO out plugin to be able to play the USFs.
Otachan's ASIO plugin features a built-in resampler,which is actually Foobar's SSRC resampler,set to high quality mode.
But you can use a better solution,like the HQSoftProc Resampling plugin www.hqsoftproc.go.ro and play them through it. But the "bug" here lies in those two resampling plugins itself.
They can support any "wacky" input samplerate and resample it to 48,96 or 192kHZ(whatever your soundcard can achieve),but they haven't thought of supporting wacky rates like this.
If you can bug these developers to support it,and they fix the issue,this is the best solution.

NOTE:if you ever listened to something through the ASIO plugin instead of DirectSound or WaveOut,you'l never want to get back.ASIO output sounds clearly superior :)
HQSoftProc is GREAT! I use it with otachan's ASIO (dll) plugin and ASIO4ALL driver all the time.Works for SOME odd samplerates like 37800Hz (PSX XA Audio),but not with
the freaky samplerates of USFs :(


You MUST bug the creator of HQSoftProc or SSRC. If you can't reach his homepage,you can probably find him posting in the threads of DriverHeaven's kX Project forums :)
But,interesting is that HQSoftProc works perfectly with DirectSound,but not ASIO :( So,you should force them to release a new version. HQSoftProc needs a Winamp 5.11 Surround fix and some other fixes,so it's more likely the HQSoftProc creator will release
a new version first.

Koji: It's not ASIO plugin's fault,it's SSRC's (and HQSoftProc's) fault.
Long time no see Koji.How's your Japanese going? :)


edited 11:12 PM EST October 30, 2005
ASIO and 64th Note - More bugs (Part 2) by nakamichi at 5:37 AM EST on October 30, 2005
Another bad bug with 64th Note when using ASIO output: If you use Otachan's ASIO,ASIO4ALL driver and either of the resampling plugins (the built-in in the ASIO plugin or HQSoftProc),set "Round Frequency" in 64th Note settings (if not,Winamp closes/crashes) and play an USF or a playlist of USFs,everything seems fine.
But whenever you want to advance one song forward (press Forward button in Winamp),Winamp always freezes :(
This is not happening when I play any other file (PSFs,MP3s,OGGs,WAVs,SPCs,...),just with USFs.
This happens with any USF.I've tested the Super Mario 64 USF rip as one of the USFs that was guaranteed "bug-free" and it was at an acceptable sound bit/samplerate (16bit/32kHz) for all output plugins to handle,but it just freezes.
Why does this happen? I play other 32kHz files perfectly,that's even the samplerate SNES uses and it plays SPCs well.

I have tested with the SNES AMP plugin,first outputting at 32kHz/16bit (original SNES sound) ,output sent to HQSoftProc,HQSoftProc output sent to Otachan's ASIO_out plugin,in Otachan's plugin output set to ASIO4ALL driver,resampling to OFF (HQSoftProc does the resampling work)
16bit/32000Hz is resampled to 32bit/96000Hz with HQSoftProc and sent to ASIO4ALL driver. Works great.I can seek,repeat,go back and advance tracks easily.

Then set SNESAMP's output to 44100Hz/16bit and resampled again to 32/96000 - everything's fine again.
Set SNESAMP output to 32/96000 through ASIO without any resampling - fine again with best quality :)

I use 32bit/96kHz,not 24bit/96kHz as output for better rounding to 24bit and less CPU usage,even though ASIO is set to output at 24bit/96kHz

But when I try with 64th note:

with "Round Frequency" - it manages to play,but if I press forward,stop or whatever,it freezes everything.
Without "Round Frequency" - it crashes Winamp instantly

So,the conclusion here is - something's terribly wrong with 64th Note and ASIO output,not that as I thought before it was an issue with the resampler :(
You might want to test things out.

Go and try ASIO4ALL driver instead of ASIO2KS (ASIO4ALL works with every soundcard AND with onboard motherboard audio device) and HQSoftProc and test things a bit.



edited 10:42 AM EST October 30, 2005

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