This is mostly aimed at Marcus C., and/or any other involved party on the Dreamcast port.
I was wondering why the DC port still used the rather antiquated Libronin, as opposed to something like KOS, which is still seeing updates and programming usage?
I also have a question about a post by another member here who mentioned that the version of Libronin used might be outdated (V0.6). Would updating to the latest version have any consequences speed wise?
Is CDDA not capable of being supported, as I noticed, from personal experience and other's posts, that the SegaCD version of Monkey Island has no BGM while playing?
And finally, would using the Dreamcasts AICA through say, ADPCM, give any speed performance increases? Or, would it reduce soundtrack stutter on some games as opposed to using MP3 or OGG?
A question about Libronin and the sound in DC Scummvm.
Moderator: ScummVM Team
Hi Stryfe.
No, ScummVM on the Dreamcast would not be more wonderful if was using KOS instead. The hardware is still the same.
CDDA is supported by the port, but there are two things to consider:
1) The engine might not support CDDA for some version
of a game that uses it with the original player (I don't
know if this is the case with SegaCD MI)
2) If the engine accesses a file from the filesystem, CDDA
playback will be stopped. The access pattern of the ScummVM
engine may differ from that of the original player, so that
can cause incorrect playback in some cases.
And no, having the CPU recompress the sound using ADPCM would make it slower, not faster.
No, ScummVM on the Dreamcast would not be more wonderful if was using KOS instead. The hardware is still the same.
CDDA is supported by the port, but there are two things to consider:
1) The engine might not support CDDA for some version
of a game that uses it with the original player (I don't
know if this is the case with SegaCD MI)
2) If the engine accesses a file from the filesystem, CDDA
playback will be stopped. The access pattern of the ScummVM
engine may differ from that of the original player, so that
can cause incorrect playback in some cases.
And no, having the CPU recompress the sound using ADPCM would make it slower, not faster.
Yeah, I too would like to thank you for your work!
- Btw, I did a little bit of reading on ADPCM and I noticed that the Super Nintendo used ADPCM too. It might be worth a shot to try to get the Dreamcast to decode the ADPCM.
I think that Stryfe was referring to a dedicated ADPCM sound format to use instead of MP3 or OGG files.mc wrote:And no, having the CPU recompress the sound using ADPCM would make it slower, not faster.
- Btw, I did a little bit of reading on ADPCM and I noticed that the Super Nintendo used ADPCM too. It might be worth a shot to try to get the Dreamcast to decode the ADPCM.