Comments (4)
I wonder what would be the additional CPU cost such compression would add. I haven't done benchs, but I suspect the usage to be quite varying due to how sample playback can be taxing on the CPU, right?
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Right, adding compression definitely costs CPU cycles, so it is a trade off. Maybe any work on this should be postponed until it is more clear if and how people will actually use this.
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Well, I saw people wanting to make players with custom graphics and animations, akin to jukeboxes. Some are planning audio registers-based vizs so I guess unless they go wild during the interrupts, they might be okay with the routine running.
That being said, I haven't seen how the other available drivers work, so I won't be able to properly compare and tell if lsdj would be fit for being a game-wise audio driver if you go easy on the CPU (no vibrato, samples, etc...).
Also it'd be interesting to project a hypothetical CPU/interrupt usage in the song (I guess min/max/avg/peaks?), if that's possible.
Anyway thanks for making a player, people already are making good use for it, like making "official" benchmark material.
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I added a simple visualization of CPU cost now. It does not look like there are too much free cycles to spend on better compression.
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Related Issues (20)
- .vgm export support HOT 1
- stops at empty slot in savefile
- Idea: LZ77 compress command bytes HOT 1
- support older LSDJ version and littlefm HOT 4
- Assertion `false' failed in writer.cpp:283 HOT 2
- .gbs file is stuck
- feature request: raw register dump HOT 6
- Support LSDj 9.2.0+ HOT 4
- generated .gbs files sound incorrect HOT 6
- player.o HOT 2
- rgbasm fails for player.s and boot.s for rgbds v0.5.1 HOT 1
- wave channel seems to pitch shift down after conversion HOT 1
- 'k' cmd kills all subsequent notes in wave channel HOT 1
- noise sound only works with optimizations disabled HOT 1
- cmake build problem on Debian HOT 1
- segfault when dumping HOT 8
- Multiple .gb/.savs as input HOT 1
- Nothing written to .s file HOT 8
- Optimize software envelopes HOT 2
- Static noise and flickering HOT 6
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