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A slight niggling issue I have that will probably never be resolved...

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DLPB:
I have checked exe code for FMV and that looks like it is doing what it should.  After looking at that vid out by 0.5 sec and mine out by 0.2 or thereabouts, I have a feeling this is just a buffering issue.

I am now testing with in_wave and aeriths theme with no silence at start and a v. small buffer.  Let's see what happens.

edit:  after testing with a wave file with no leading silence, seems to me this issue is simply a buffer+ leading silence issue.  It could also be that there is a slight delay caused by PSF plugin too and that does try to cut the silence at the start though how it goes about it and how fast is anyones guess.

This is not a game fault, a script fault or a hardware fault.  As far as I can see it is simply an issue with buffering, leading silence, PSF plugin , mp3plugin, or a combination of all of them.

We need a proper alternative, best bet, looping ogg and not FF7music.  Please someone (sith! Aali?) save us from FF7music.

Prince Lex:
Final Fantim's tracks are looping OGG in that YouTube video btw, but I am obviously using FF7Music.

EDIT: So I just tested it using the .wav file and this seems to resolve it on my setup aswell, indicating an issue with buffering/ FF7Music as DLPB suggested.

If I understood even a hint of programming I would dedicate all my free time to developing something better than that annoying ass program. Much respect for what it's given us, but it is about time it was implemented better in the game rather than having to run a second program all the time. It's like 10 years old now!! Hahahaha.


EDIT 2 (And I rarely edit my posts, I've done this so much recently it's irritating me): After much testing between me and DLPB it appears the issue is based on buffering, filetype and perhaps hardware.

The following has been noted:

1. There is a massive delay on original midi. Longer than the two in the vid using FF7Music.

2. DLPB was able to have it resolved using a .wav file. This did not work perfectly for me, but was miles better.

3. Manually reducing buffer time causes the sound to be crap. I had no sound below a certain level.

4. Hardware may be a factor - DLPB was able to change buffer length to 50ms, the lowest I can set mine is 200ms. We used the same out_wave.dll.

So it's fixable. But still really f*cking annoying.

DLPB:
yeah this is definitely just a decode/buffer issue.  Wav decodes much faster and so the lag is small... ogg and mp3 take more time.  PSF is emulated and no one knows how it is handled except corlett... not to mention it is not really supposed to be used for games.  Then you factor in the ff7music program....

The ideal way out of this is to have the music set before it arrives but i don't see how that can work, thinking about it... the game tells it to start on that frame and not to load into memory beforehand. 

I guess you just need a good computer and fiddle the buffers down as low as you can in config (ogg file works pretty good on my comp).  Or use my script fix above to paper over the crack.

sithlord48:
while i have several versions of a sound plugin that is compatible with aali;s driver none of them are correctly tied to a backend, basicly all they do is say what they should be doing, honestly its not much more then what i was given from aali(ff7music plugin was the starter for these). i would be more then happy to give up my current code to someone who is more firmilar with programing for windows and using stuff that will work in wine also. you see i would have done it in Qt with Phonnon as the audio layer and it would have been done long ago, but the problem with that is with a "native" version of ff7 music it makes running and talking to ff7 tricky since on linux i would prolly use Dbus to do the talking and idk what on windows or mac os. so it has to be done as a windows program if anyone wants to continue this work the code is in C and i have the project files for VC++. this is of course if aali does not have an objection to me giving up the code.

the idea behind mine was simple , no config. load the ogg files (yes ogg so they loop correctly) from  '<ff7 install>/data/midi/ogg' have them named as in game and then pipe them to some libary that will decode and play them . most of the problem i had was that this plugin will have to be staticly compiled and when i try to link a backend that is easy to use . i get problems because of the static compliation requirement. also i have not touched the code in a while now.

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