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AxiomVerge's profile
Tom Happ
Tom Happ
Tom Happ
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@AxiomVerge

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Tom HappVerified account

@AxiomVerge

Maker of Axiom Verge, husband to @WastedFashion, dad. He/Him. AV2 is coming to Switch and EGS in 2021! http://axiomverge2.com  Get AV1 on consoles+PC now!

West Hills, CA
axiomverge2.com
Joined January 2009

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    1. mcc‏ @mcclure111 24 Apr 2020

      ok super weird question i got in a rabbit hole of "is this emulator accurate??" earlier today, and wound up getting weirdly focused on Zelda II? If I stand in one place and use the sword a bunch It's like the audio is… ducking, sort of??

      3 replies 0 retweets 13 likes
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    2. mcc‏ @mcclure111 24 Apr 2020

      Everything gets quieter, or like slightly low passed, while I'm making the sword noises, and then afterward it ramps back up over like 500-1000 ms I noticed this in two different emulators Am I imagining this??!? Is it my headphones ???!??

      4 replies 0 retweets 2 likes
      Show this thread
    3. < ᷆ ᷇•>‏ @Hey_Its_Lollie 24 Apr 2020
      Replying to @mcclure111

      This is the exact kind of case where I would just record video/audio of this happening, and pull the audio up in an audio editor to see for myself. And then probably curse my headphones/computer for having a feature that protects my ears from harsh sounds without me knowing!!

      1 reply 0 retweets 1 like
    4. Tom Happ‏Verified account @AxiomVerge 24 Apr 2020
      Replying to @Hey_Its_Lollie @mcclure111

      I'm curious what it turns out to be. Could it just be the sound channel limit?

      1 reply 0 retweets 0 likes
    5. mcc‏ @mcclure111 24 Apr 2020
      Replying to @AxiomVerge @Hey_Its_Lollie

      Maybe I'm imagining it?? One of the emulators had a channel volume mixer; I could turn it down to give it more headroom. On os X I think if you feed overlimit audio to the OS (Coreaudio uses floats) there's some adaptive compression… not sure about that

      2 replies 0 retweets 0 likes
    6. Tom Happ‏Verified account @AxiomVerge 24 Apr 2020
      Replying to @mcclure111 @Hey_Its_Lollie

      That would also make sense... maybe you could test on one of own games. What a weird issue to have to work around though if you want the authentic clipping audio sounds of emulated hardware...

      2 replies 0 retweets 0 likes
    7. mcc‏ @mcclure111 25 Apr 2020
      Replying to @AxiomVerge @Hey_Its_Lollie

      mcc Retweeted a tiny faerie

      Okay you might find this minithread very interesting! Apparently the actual NES had a particular interaction between the noise and triangle channels:https://twitter.com/atinyfaerie/status/1254055471855665152 …

      mcc added,

      a tiny faerie @atinyfaerie
      Replying to @mcclure111
      The triangle channel will become quiet if the DPCM channel or noise channel are used in certain ways, since they all share a single output channel, and the DAC used to convert the signal to audio does not operate linearly (it will compress signals as volume gets higher).
      1 reply 0 retweets 3 likes
      Tom Happ‏Verified account @AxiomVerge 25 Apr 2020
      Replying to @mcclure111 @Hey_Its_Lollie

      That *is* pretty cool. And hey, now you know it's not some hidden "protect user ears" setting in the OS.

      10:15 AM - 25 Apr 2020
      • 2 Likes
      • < ᷆ ᷇•> mcc
      0 replies 0 retweets 2 likes

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