
He tried running the DAC at 5V and it didn't go well. So to reverse that, you would use sample*0.667.Īctually, that wasn't the issue after all. The presuming wisdom is that the volume was scaled by sample*1.5. The sd2snes volume ran at 3.3V of the 5V range, so it was ~66.7% of the volume it should have been. Take the time to write down all the stuff you've tried so that we know, and not just "I've tried everything". Technical problems involve clear/concise details, albeit often verbose. One-line responses when discussing such an issue are generally considered rude. Since Windows 7 (maybe Vista?), there are a gajillion places to examine, ranging from the overall system volume to per-app to internal volume levels within the properties of the output device to things even deeper (often controlled/managed via chipset driver control applets, ex. I would check the volume levels of literally everything in Windows. (This is 100% independent of the Windows volume control per-app, as well as the volume for overall system)ĭoes the problem happen for you on non-qwertymodo SNES9x builds? In other words, is it specific to his builds for you? What exact Windows version are you using? Are you sure your Windows output device has "full-range speakers" enabled? That said: I have a sound card - Asus Xonar DG - that exhibits this problem when the "internal" volume control ("Mixer") within Asus' control panel applet is set to anything above about 75%. The "crackling" sounds more like clipping, and happens at consistent intervals that match up with specifics kinds of volume levels (possibly caused by certain samples). I then checked out the MP4 you linked - that sounds like a gain-related problem. If you want video/audio recordings that prove what I'm saying, I'm happy to provide them. I can also get "crackling" to happen if I set the buffer size (on my setup - it varies per card/setup) to anything below 48ms - but the way the crackling sounds differs from yours (again: it's related to what I described in my previous post). Simply toggling "Sync Sound" off, then back on, rectified the issue. I *was* able to get some occasional "crackle" in SMW during the intro sequence, but it was caused by what I described in my previous post.

I used both Super Mario World and Megaman X as test subjects I could not reproduce the problem demonstrated. I tested both unofficial SNES9x 64-bit builds, as well as qwertymodo's SNES9x binary here.
