I haven't experienced any issues with choppy sound on any of my three Win7 圆4 machines using my unofficial 1.41 build.įireBrandX's issue sounds like either a bad audio driver or something wrong with his particular hardware. I'm a novice in C++ and not familiar at all with Nestopia's extremely complex-looking codebase. I've tried everything I know and I'm at my wits' end. Otherwise, that's a commonly known workaround for this kind of problem for both video playback and regular games. Setting both Windows and Nestopia to use the same sampling rate does not work and neither does setting them both to a lower value. It appears that audio and video go out of sync and Nestopia's timing thread snaps the audio thread back into place, producing clicking sounds every 2-3 seconds. Setting the latency to 1 in the sound options merely reduces it. Hardware differences don't seem to affect it and no setting fixes it completely. 60 Hz, though I've tried various refresh rates, even exact NTSC, and it doesn't work). Could it be connected to the higher latency of Vista's and 7's DirectSound implementation? Or might it be a problem of the timing thread having issues with refresh rate syncing? Vista and 7 are known to confuse some badly programmed games in VSync with its more exact monitor refresh rate determination (59 vs. That said, I wonder if you'd be so kind to perhaps look at another issue which is particularly galling for Win7 and Vista users: It's the choppy sound as reported both on the ZSNES board (scrolling way down to FireBrandX's post: ) and here, too ( ).īoth Nintendulator and FCEUX sound fine, which, aside from your work here, are the only recent still-developed NES emus, I believe. It even compiles fluidly now! The difference is remarkable. I just registered here to say thank you for fixing these issues and releasing your work. Added this releasenotes.txt file and bumped the version number to 1.41. Updated the Visual Studio solution/project to build successfully under Visual C++ 2008 Express Edition.ĥ. (As far as I can tell on my own hardware configuration, these three changes taken together have completely eliminated the lag problems that have been present in Nestopia for several releases. Removed some screwy input timing logic that was causing input polling to work only on certain clock intervals, rather than allowing it to work every time it was called. This was the key change that got rid of most of the lag.ģ. Removed some screwy input polling logic, and added some calls to input.Poll(), to ensure that the input devices are always polled immediately before the input state is utilized. This brings Nestopia much closer to real-time performance and responsiveness.Ģ. Instead, Nestopia now boosts its own process base priority AND its own main emulation thread priority whenever it is the active foreground window (and/or running in full-screen mode). Removed manual option to set priority of Nestopia's main emulation loop thread. The original Nestopia author (Martinįreij) appears to have abandoned the official Nestopia project on SourceForge and has not responded to any of my e-mails, so I am left with no choice but to provide this unofficial release as a public service to the emulation community.ġ. This lag was particularly bad when VSync was enabled. This is an unofficial maintenance release I created to fix an annoying joystick lag issue.
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