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by jackoalan at 4:11 AM EDT on July 6, 2016
@Nisto, accelerated 3D support isn't all that great in VirtualBox.. too much of an I/O performance barrier and an inadequate translation for D3D11 / OpenGL Core Profile apps..

I used to run Arch Linux that way, and since migrated my user to a dedicated partition and natively running. Native boot enables all modern graphical possibilities that VirtualBox simply cannot, a systemic drawback of virtualization
by jackoalan at 4:17 AM EDT on July 6, 2016
I'll start working on a third executable: `amuserender`

This one will not have the complexity of the event window. Instead, it will render songs directly to .wav as fast as the CPU can go
by starerik at 9:31 AM EDT on July 6, 2016
This is an amazing accomplishment you have made. Great stuff.

But can one dream of the original DSP effects like reverb?
by antidote at 12:45 PM EDT on July 6, 2016
Those are definitely possible, they'll just take a bit of work.

Actually, I kind of ignored it, but truth be told, those effects are client side, not on the DSP, and we've already gotten all 4 effects used by MusyX implemented.

edited 1:54 PM EDT July 6, 2016
by antidote at 12:47 PM EDT on July 6, 2016
"antidote must not be aware that D3D10 has horrendously unpredictable multithreading behavior; I'm afraid the architecture of our systems forces us to use D3D11 minimum"

I was aware that it was a pain to work with, but I wasn't aware of the multithreading behavior, lol.
by jackoalan at 2:29 PM EDT on July 6, 2016
yea, all MusyX audio effects are implemented; based on reverse-engineered PPC assembly from the GameCube MusyX library:

by jackoalan at 5:09 PM EDT on July 6, 2016
I've nearly got the converter ready, so I've been doing some analysis on the output. I've determined that there's a small quality loss when the SRC is set up for 1-octave range vs 4-octave range, but a proportional increase in CPU consumption for each octave (it adds an additional FIR stage for each octave).

4-octave on top, 1-octave on bottom

Soloing each in Audacity doesn't really have a noticeable difference when bending the pitch 4+ octaves, but you can see it in the screenshot.

I'm willing to keep it at one octave, since one pass of the FIR implementation is already considerably higher quality than the one the GameCube's DSP ucode implements
by jackoalan at 6:20 PM EDT on July 6, 2016
Alright, `amuserender` is ready to go! Use it just like `amuseplay`, and the resulting .wav file will be in the working directory.
by punk7890-2 at 7:47 PM EDT on July 6, 2016
It seems like for Rogue Squadron (N64) it only outputs one group. I've chosen multiple different groups but they all sound the same.
by jackoalan at 7:50 PM EDT on July 6, 2016
Factor5's groups are absolutely loaded with duplicate references.

They do this so any one aspect about an instrument in a given song can be changed, without affecting the songs already arranged and approved by the music team

EDIT: in the case of Rogue Squadron, I don't have a good way to relate songs to their groups and setups. This is all performed by the game code itself, and I'm not entirely familiar with MIPS disassembly / RS' code to know where that information is. Rogue Squadron 2/3 on the other hand have that info stored right next to the group and song data itself

edited 7:59 PM EDT July 6, 2016

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