Tag: audio
7 posts tagged with "audio".
A one-millisecond sleep that rounded every frame late
Replacing a millisecond sleep with a microsecond deadline removed frame overruns in three hosts. Master System's fast Z80 had never reached the QNX build.
Game audio on a MIB2
Finding the route that puts SNES audio through the dashboard speakers, and the 92-second library load it exposed along the way.
The RP2040 as a SNES sound chip, at 97 per cent of realtime
Two bodge wires taught the HDMI coprocessor to talk back and run the SNES sound chip with real Super Mario World music. It reached 97 per cent of realtime.
Why Celeste sounded wrong
The cart was byte-identical to the BBS copy, so the fault was in the synth: a music clock cutting bars to a quarter, and a noise fit matched to the wrong metric.
Why the speakers started clicking
The morning after deleting the old Lua core, everything played and then the speakers started clicking. A command trace found three lines of channel semantics and a missing crossfade.
Getting console frames onto the Feather RP2040 DVI
Two days between the H7 and a real HDMI picture, including a missing ground return and a clock divider that misreported its rate.
Getting sound out of it
Wiring an I2S DAC to the console over SAI and DMA, and why the audio stayed silent for most of a day.