Post subject: Sound settings and frame precision
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
http://tasvideos.org/forum/viewtopic.php?t=1024&postdays=0&postorder=asc&start=15 i wondered... sometimes when making a run we try to make something, like a jump and we cant because of 1 frame or 1 pixel... i wonder if playing at a different sound setting would somehow enable us to succeed, since the game is "working" differently? what exactly happens at different sound rates?
Post subject: Re: Sound settings and frame precision
Joined: 5/17/2004
Posts: 106
Location: Göteborg, Sweden
FODA wrote:
i wondered... sometimes when making a run we try to make something, like a jump and we cant because of 1 frame or 1 pixel... i wonder if playing at a different sound setting would somehow enable us to succeed, since the game is "working" differently? what exactly happens at different sound rates?
I don't know much about the snes sound cpu, but I can tell you that the emulator definitely shouldn't work that way. Its sound settings have nothing to do with an actual snes and should not have an impact on game logic, anything else is a bug. As for what exactly happens when you alter the rate; the short explanation is that your computer generates sound signals in the form of sine waves and must use sums of sine waves to approximate any complicated sounds (complicated = anything other than a tuning fork). The sound rate determines how good an approximation you get, with higher including sine waves of higher frequencies in the sum. Humans can't conciously hear tones over 20 kHz and can't at all detect tones over 40 kHz (both figures are usually lower, due to age/noise abuse), so most speakers & sound systems don't offer any ranges above that.
Post subject: Re: Sound settings and frame precision
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Even when changing the sound settings slightly alters the timing of the game (as it does with Snes9x, apparently due to changing how much work the game system's sound processor has to do), I think it never results in anything happening that wouldn't have been possible otherwise, because the only difference seems to be that some frames get duplicated or already-duplicated frames get dropped.