fgsfdsfgs / doukutsupsx

port of Cave Story to the PlayStation, based on CSE2

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Music replayer - out of tune

Vampier opened this issue · comments

First of all thank you for the port of this game to the PSX - we've been having fun with it at PSX FPGA core testing :)

The bass tones and higher tones seem to be looping out of sync with each other which created a dissonant sound.

The sound issue seems to occur on 50 and 60hz - the image seems to try to set itself to the Japanese region (gameid indicates Japanese Region) so 60hz - that's where most of the testing happened.

https://youtu.be/DNo1sYgFTo4 << example

I've been aware of this issue, but I was thinking it was some sort of "aliasing" caused by some of the samples looping incorrectly, creating audible popping at a high frequency. Here's another example I captured a long time ago. Unfortunately I still got no clue what causes this to happen.

aliasing.mp4

The sample converter tries to loop the samples such that the resulting sample length is divisible by both the ADPCM block size and the length of the original sample. Could it be that this length difference is making this happen?

The release image has the JP license file injected into it, but the gameplay and the music should still update at 50hz.

I'm not sure either - I guess depends on the length of the samples and how they are 'looped'/'played'

One thing I have experienced myself in the past was that the frequency (tuning)of the samples might not always be the same. So we have frequency played and frequency of the samples. In game it's hardly noticeable.

This has been at least partially fixed in b2ac995 (Release 7), however I'm pretty sure some of the samples are still slightly out of tune, just without the "aliasing" effect. Either that or my hearing is complete shit.