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Audacious failing to read some .nsf and .gbs files

Added by Kjetil Haraldstadt over 7 years ago

Audacious is perfect to rip musics in WAV, particularly when you wanna get high quality sound, with floating point bitrate. But for 1/15 files, like the two following, the file is read, but with errors. On the first, Shin Onigashima track 10, you don't hear the treble melody, just the bass rythm. Compare with NSFPlay (some kb only), which read correctly the file, but can't rip with floating point : http://rainwarrior.ca/projects/nsfplay/

On the second, different tracks of Pokemon Blue, the melody is good but shades of the drum are gone. Normally there is alternance of high and weak beats, there, just continue drum trill.

1. track 10 of Shin Onigashima nsf (audio file ripped from the NES ROM)

2. track 01, 07, 11, 16, 19, 21, 36, 37, 39, of Pokemon Blue GBS (audio file ripped from the GB ROM)

I already modified the settings of the plugins in the options (SIDplayer, Modplug(stereo/mono etc), MPG123, audio CD, Game Console music, 2SF and Amidi-plug) with no effects. I modified the different options in sound too, no more effect.

This is a weird problem, the files are good because other players play them correctly. Audacious must "miss" something that includes drum shades and some treble melodies or stereo stuffs.


Replies (3)

RE: Audacious failing to read some .nsf and .gbs files - Added by John Lindgren over 7 years ago

Audacious uses an emulator based on Game_Music_Emu, not NSFPlay. It may be that NSFPlay is a more accurate emulator.

RE: Audacious failing to read some .nsf and .gbs files - Added by Kjetil Haraldstadt about 7 years ago

Yeah but NSFPlay is a NES music player. Problems I have are about GB games musics.

RE: Audacious failing to read some .nsf and .gbs files - Added by Michael Schwendt about 7 years ago

You're talking past eachother.

There is nothing "weird" about this problem. You compare the output of one emulator engine used within the "Audacious Console Video Game Music Plugin" with a different external audio player, and that external player may be "more accurate" or able to handle the files, whereas the emulator engine used within Audacious doesn't.

Btw, touching the settings of all the other plugins you've mentioned won't have any influence at all, because they are completely unrelated. If the game console music plugin isn't able to play those files correctly, there's some bug in that code.

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