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Author Topic: GM ASIO ALPHA 0.171  (Read 29586 times)

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filimpan

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Re: GM ASIO ALPHA 0.171
« Reply #440 on: April 02, 2016, 08:32:39 pm »
I may be wrong, but AFAIK, ASIO has less latency than WASAPI. This is just from memory, but I did find this discussion:
http://music.columbia.edu/pipermail/portaudio/2010-June/010357.html

And things might have changed since Windows 10 brought improvements to the audio stack:
https://msdn.microsoft.com/en-us/library/windows/hardware/mt298187(v=vs.85).aspx
« Last Edit: April 02, 2016, 08:43:45 pm by filimpan »

intealls

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Re: GM ASIO ALPHA 0.171
« Reply #441 on: April 02, 2016, 08:58:41 pm »
WASAPI would be cool although my suggestion was ASIO without Steinberg's headers, so you could actually distribute the resulting binary. A reverse-engineered asio.h header named "Vestige" is mentioned in many places. However I see the PortAudio approach more feasible.

I think the reverse engineered header is this one: https://github.com/falkTX/dssi-vst/blob/master/vestige/aeffectx.h, according to the conversation here: http://lmms-devel.narkive.com/HNAqQDiW/vst-header. Unfortunately it won't provide the functionality that we need. So for ASIO, it looks like we'll need the official SDK.

I've also been doing some tests with WASAPI, and it seems to work fairly well with integrated cards, although ASIO will still provide lower latencies. The best WASAPI (event-driven exclusive, integrated card) was able to produce on my test rigs was ~3 ms, and I can't help but wonder if it's humanly possible to tell the difference between 3 and 1 ms. So WASAPI will probably work well for most users (integrated cards). However, I doubt it's worth the effort to do a native implementation, that time would be much better spent on PortAudio integration. This way, everyone can benefit from WASAPI, and people who really want to get the latency as low as possible will be able to compile their own binary with ASIO support (which will be illegal to redistribute). I've been testing ASIO with PortAudio, and it looks like it won't be adding any extra latency, so it will give the exact same performance that BASSASIO provides.

If the granularity problem is related to the m_speed variable being an integer, I guess this could be easily changed to use a float or any other way that provides an arbitrary degree of accuracy. From the top of my head, m_speed is just used in a couple of places, one being the final sound resampler, so the possibility of breaking something is limited. Although I'm probably missing the issue.

Some info about changing the sample rate on the fly can be found in this post: http://forum.arcadecontrols.com/index.php/topic,142143.msg1545886.html#msg1545886. I suspect most (all?) of the magic happens in sound_stream::generate_resampled_data.

brywalker

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Re: GM ASIO ALPHA 0.171
« Reply #442 on: April 02, 2016, 10:52:32 pm »
I'm trying to figure out how something that is open source can be retroactively "illegal" when complied outside of a license that didn't exist when said release was done.

intealls

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Re: GM ASIO ALPHA 0.171
« Reply #443 on: April 03, 2016, 01:04:27 am »
I'm trying to figure out how something that is open source can be retroactively "illegal" when complied outside of a license that didn't exist when said release was done.

0.171 must still be OK to distribute. 0.172 and onwards are problematic. Perhaps it would also be OK to distribute the source, but it's better to focus on a solution that could be added to mainline at some point.

brywalker

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Re: GM ASIO ALPHA 0.171
« Reply #444 on: April 04, 2016, 06:14:41 pm »
I'm trying to figure out how something that is open source can be retroactively "illegal" when complied outside of a license that didn't exist when said release was done.

0.171 must still be OK to distribute. 0.172 and onwards are problematic. Perhaps it would also be OK to distribute the source, but it's better to focus on a solution that could be added to mainline at some point.

Exactly what I was getting at. I am beyond OK with sitting at .171 right now. ASIO is legit, d3d9ex is outstanding, and the groovy handles everything else is unparalleled. We don't have anything solid (that I've seen just yet) with how the Calamity stuff has dropped into mainline MAME. Holding pattern.

Endprodukt

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Re: GM ASIO ALPHA 0.171
« Reply #445 on: April 08, 2016, 12:45:30 pm »
I'm very sorry if it has been mentioned, but my eyes are bleeding.

Has there been a Hyperspin Fix in some way for Realtek?

intealls

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Re: GM ASIO ALPHA 0.171
« Reply #446 on: April 08, 2016, 03:26:12 pm »
Has there been a Hyperspin Fix in some way for Realtek?

Not that I know of.

MtothaJ

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Re: GM ASIO ALPHA 0.171
« Reply #447 on: April 15, 2016, 07:55:59 am »
I am looking for a simpel frontend which would work with GM 171 ASIO on Win 7 64bit with CRT_Emu 2.0 drivers - any ideas?

chrisvg

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Re: GM ASIO ALPHA 0.171
« Reply #448 on: April 15, 2016, 10:17:25 am »
I am looking for a simpel frontend which would work with GM 171 ASIO on Win 7 64bit with CRT_Emu 2.0 drivers - any ideas?

AttractMode (http://www.attractmode.org) works fine.  I believe Big Blue (https://sites.google.com/site/bigbluefrontend/) does too.

MtothaJ

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Re: GM ASIO ALPHA 0.171
« Reply #449 on: April 15, 2016, 10:38:38 am »
I will give AttractMode a try.
I already briefly tried getting Big Blue to work, however had no success - not sure whether its because I was using Win 7 64bit but it would not launch.

big10p

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Re: GM ASIO ALPHA 0.171
« Reply #450 on: April 15, 2016, 11:00:05 am »
I am looking for a simpel frontend which would work with GM 171 ASIO on Win 7 64bit with CRT_Emu 2.0 drivers - any ideas?
I use MaLa on my MAME cabs with this setup. Works great for me, apart from a few minor bugs...

MtothaJ

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Re: GM ASIO ALPHA 0.171
« Reply #451 on: April 15, 2016, 02:08:04 pm »
Just downloaded and installed AttractMode - just tested briefly, but seems to be working perfectly - thanks.

roccias

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Re: GM ASIO ALPHA 0.171
« Reply #452 on: May 15, 2016, 02:26:56 pm »
Hy everyone, this is my first time with Groovymame and I decided to download the GM ASIO ALPHA 0.171. Now I have a question: How can I understand if my sound card support Asio? There's a method or program to make it. Thank you

intealls

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Re: GM ASIO ALPHA 0.171
« Reply #453 on: May 15, 2016, 04:33:58 pm »
Hello, if you're using integrated audio, ASIO4ALL can be used. See the tutorial in the first post.

SPARTAN-122

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Re: GM ASIO ALPHA 0.171
« Reply #454 on: April 26, 2018, 10:34:48 pm »
Hi, does someone know where I can download the asio gmame build for 0.161? I think the file might be called gmame161-asio.zip? I would like to do some testing with the 0.161 romset.  Thanks!

SPARTAN-122

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Re: GM ASIO ALPHA 0.171
« Reply #455 on: April 27, 2018, 09:42:42 pm »
Ok the download link in this post from intealls still works fine so I grabbed that. Luckily the 0.162 version should do nicely for the asio tests I need to run.  I am hoping this build will help with some minor audio issues I am having with pacman/galaga/dkong that otherwise run in Mame Nirvana with Calamity's awesome CRT_Emu drivers.  Thanks!
=================
Re: GM ASIO PRE-ALPHA
Reply #51 on: May 30, 2015, 04:02:37 pm
Quote from: vicosku on May 29, 2015, 11:02:03 am
Quote from: intealls on May 28, 2015, 03:00:54 pm
. I could patch up the latest GM and refresh my memory a bit, I'll probably have it done sometime this weekend.

I forgot to mention that I would greatly appreciate this.  I haven't investigated how to do it myself yet.  Now that MAME and MESS are merged as of .162, would this mean that the ASIO functionality would work with MESS drivers as well?

Thanks alot for your tests. Great to know that the ASIO stuff does not seem to affect the input latency.

Building with ASIO is a pain right now, since MAME just recently updated its build system, and GMASIO (64-bit) needs to be built using Visual Studio. I also had to employ a couple of truly terrible hacks to the sound structures, since there were changes there a couple of versions back.

Nonetheless, here's 0.162 :) It includes both MAME and MESS.

http://www.mediafire.com/download/n2jyl6f773p530h/gmame162-asio.zip

EDIT: Also, -audio_latency 5.0 is no longer needed. The only parameter that affects the latency is -asio_holdoff (and of couse the latency of the ASIO driver).
Last Edit: May 30, 2015, 04:11:50 pm by intealls

SPARTAN-122

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Re: GM ASIO ALPHA 0.171
« Reply #456 on: April 29, 2018, 12:57:59 am »
I wanted to test what I had at hand before trying to track down the latest builds because either the links are gone in this thread or mega.nz is reporting file is no longer available. ..
« Last Edit: May 09, 2018, 08:55:31 pm by SPARTAN-122 »

kujina

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Re: GM ASIO ALPHA 0.171
« Reply #457 on: April 29, 2018, 08:33:51 am »
Why are going this route instead of newer mame builds with (low latency) Port Audio?

Paradroid

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Re: GM ASIO ALPHA 0.171
« Reply #458 on: April 29, 2018, 05:38:50 pm »
Why are going this route instead of newer mame builds with (low latency) Port Audio?

I was wondering the same... see here.
My MAME/SCART/CRT blog: SCART Hunter

intealls

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Re: GM ASIO ALPHA 0.171
« Reply #459 on: April 30, 2018, 07:13:10 pm »
I was wondering the same... see here.

It's pointless, and can potentially introduce legal issues due to the MAME license change.

This thread should be locked.

  
 

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