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Audio > syncAGB

#4710 - synchrnzr - Mon Apr 07, 2003 5:57 pm

Hi!

I'm about to release syncAGB, a sound engine for AGB, but I'm afraid it's using too CPU raster time. I just wanted to catch an opinion about this here, I visited this web so much 2 years ago (btw, greetz to Joat, exoticorn, dovoto, Nokturn & SimonB. Long time no see you guys! I'm still alive, hehe ^_^)

Here you got some data:

Configuration: 16257Hz, 8bit, Stereo, Dolby Surround encoding, 32 bit asynchronous mixing (MIDI-like, not Tracker-like)

Basic CPU Usage (no sound): ~9,2%
Per channel CPU Usage: ~3,1% (full pan/surround capabilities, number of channels limited by hardware)
Reverb filter: ~4,4%

I've got some bugs yet but I'll post a demo with source code (just the source of the demo, not the source of the engine, of course ;) ) within this week.

?What do you think about it? ?Maybe too higher? It really seems too much, but take in care it's not just a simple MODPlayer... Don't know... I'm not too familiar with other engines, if anyone knows sth about MusyX and/or GAX statistics... I've checked up their web, but I don't believe most of the numbers they're giving out ;)

sync

#4741 - synchrnzr - Tue Apr 08, 2003 11:32 am

Hi again,

I've uploaded the demo just in case someone want to check it. You can downlad it here. I've included the GCC sources of the demo (not the engine) and also a VC project. You can take any part of the code for free, but I guess you won't find nothing interesting there ^_^')

You can also download the original music, it's the OST of a small game called Four Block Star, a theme I made for a simple coin-up machine and that was easy to port without changing it so much. You'll find it here

Any comments welcome. Greetz!

sync