Me again, Quick feature request/enhancement, the current kss engine has trouble with most, all? the demo tunes found at kss kingdom, i.e, the ones that use extended msxMusic/moonsound type extentions. Basic psg and/or YM2413 sounds come out fine, though. And, a suggestion for the crowded dialog, tab controls, perhaps?
Panning would probably go next to each channel in playback override, correct?
Maybe FIR adjustment isn't necessary. I thought FIR applied to NES, SMS, etc. as well because those chips don't really have a sample rate. Maybe a boring old low-pass filter is what I'd really like. Something to make Genesis and 8-bit formats sound less bright (like the "Filter" option in Kega Fusion). Or not.
An option to resample SPCs would be good for devices that don't support 32000 Hz. Unfortunately the foobar2000 resampler handles everything.
What's this "surround effect" on SPCs that I always disable?
Making the dialog twice as wide, and adding twice as many controls to show, hide, update, and handle. Not to mention that I would have to switch from Effects_Buffer_Simple to the full Effects_Buffer, since the former doesn't support manual panning control of every voice.
Eke released a stable version of Genesis Plus GX that appears to have some improvements in audio emulation.
I already fixed Wing Fortress Zone rip by redumping it and trimming according to the loop specifications on the original track, and it no longer exhibits the problem. Only Project2612 seemed to ignore my report to the IRC channel in regard to that redump.As for slowing the tempo down, you can easily do that with the GEP control dialog in the View menu, but it works in percentage instead of Hz, since most of the formats supported by Game_Music_Emu do not operate on exactly 60Hz as a reference timer. Not to mention that slowdown only affects games which were poorly localized and/or on specific hardware, since it's pretty braindead to not adjust the tempo versus video standard for European releases. Then again, plenty of developers were this lazy, so whatever. (This did not affect consoles such as the SNES, where the SPC700 had the same reference timer rates and sample rate output independent of the video hardware. But yes, the tempo setting will slow them down, so you can pretend your SNES music is slowed down in PAL land too.)I also posted a fix for a bug where seeking backwards in any timed track would cause it to play indefinitely even when it wasn't configured to do so.
Fixed keyboard navigation in that dialog. I completely forgot about the modeless_dialog_manager service. (Although if I needed keyboard filtering for more advanced things like ctrl-tab navigation of tab controls, I would have to register a more advanced messagefilter.)I'm not sure about that PSG loudness issue, since, like most of the sound chip emulators in blargg's Game_Music_Emu library, the PSG is not my code, so I don't know the correct way to adjust the relative volume levels. I could look at other emulators, but that's only what some other emulator author decided, not really a guaranteed accurate volume ratio. Well, unless they measured it.
That other PSG may help with adjusting the correct volume levels, assuming it's a proper reference. I'm not even sure if following the other emulators is a good idea unless they're already modeled after the actual hardware. (I can probably adjust the volume levels pretty easily, since each PSG channel also has its own volume control relative to the rest of the PSG channels, and then the GYM and VGM players can control relative volume between the FM chips, the PSG, and the DAC channel. I just don't know if I should.)
Having some issues with NSFE files—they don't load in the proper order. I compared GEP with NotSo Fatso in Winamp and found that tracks load in the correct order in Fatso. Would I need to alter GEP settings for it to be fixed? I haven't changed any of the default settings.