Build Your Own Arcade Controls Forum
Software Support => GroovyMAME => Topic started by: boardjunkie on May 13, 2012, 04:48:06 pm
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Since I've got the software set up properly now and I can use the game instead of screwing with it constantly, I've noticed issues with the sound of certain games. Donkey Kong for one....the pitch is lower than normal. Its not all warbly like when soundsync is not used, but I notice the difference. Juno First...same deal. I can overclock the sound CPU in the tab menu to 110% and that seems to improve it. Is there an across the board fix for this? It wasn't an issue when using regular MAME .143.
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Use options: -triplebuffer -mt (just for that game)
In newest GroovyMAME sound is emulated at the same speed as video, as it should always have been.
You can't get 100% speed for Donkey Kong running on a standard arcade monitor mounted horizontally as it requires 256 lines (press F11 to check), so the sound gets affected accordingly.
By enabling triplebuffer the game will run at 100%, you will just miss some frames here and there but it won't be so bad for a non-scrolling game like dkong.
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K...easy enough. Is there any difference between enabling triplebuffer and just OCing the sound cpu? Overclocking may be more convienient for me because I can do it without exiting the game...
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I never tested overclocking the sound but necessarily has to produce sound choppiness to some extent, as the game will still be running slower than supposed to.
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Went to turn on triple buffer yesterday and it was already on. I guess the overclock trick is the only way to fix it.
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With GroovyMAME, in order to have a functional triplebuffering you need to run with -multithreading enabled.