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Console Emulator Audio: Let There Be Measurements!

How interested are you in emulator audio measurements?

  • I don't really care...

    Votes: 0 0.0%

  • Total voters
    7

tccalvin

Senior Member
Joined
Oct 13, 2024
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The Backstory​


So... In the last couple of days I've been messing around with some Game Boy Advance (GBA) emulators, and I've found the experience to be very frustrating. I was getting some very annoying audible crackling, and I soon gave up trying to make heads or tails of it for a couple of reasons:

Audio on the GBA sucks to begin with (have a read), but most importantly, I realized that I have no comparison point and that I have no idea how accurate or inaccurate a given emulator is regarding audio performance.

In practice, most of us rely heavily on developers' claims regarding audio accuracy.

At best, channels like Digital Foundry have posted back-to-back sound clips comparing real consoles with specialized clones like the Analogue suite of FPGA consoles. And while there usually are some differences that we can pick out by ear, we ASR forum members know very well how poor a measuring tool our ears really are.

The Idea​


In my struggle, I was reminded of an excellent piece of research in video form:


This is from a company called Plogue that aims to develop bit-accurate VST emulators of retro audio hardware. In this video, they tell the story of their Super Nintendo Entertainment System (SNES) plug-in development.

I really love this measurement-based approach, and I believe it to be a perfect fit for ASR.

Watching this documentary for the nth time, I thought... wouldn't it be great for our community to keep the spirit of this analysis going by using our combined effort and skills to compare the audio accuracy of modern digital emulators with our old hardware?

Anyone in this thread will be able to contribute however they wish: with opinions, feedback, articles, resources, audio clips, experiments, code, measurements, etc.

The Challenges​


Of course, this is easier said than done. Doing this sort of measurement presents a few challenges. Here are some that I can think of:

Access to Retro Hardware​


This research project requires access to the pieces of retro hardware that we want to measure and compare against, and preferably more than one unit of a given console to rule out the possibility of hardware faults or simple wear and tear (some of these things are old!).

Understanding of the Audio Pipeline​


We need to have some general knowledge of how real hardware produces sound in order to be able to test edge cases and hardware quirks.

We also need to make sure that the only variable we're measuring is the audio quality of the output of the hardware/software under scrutiny. For example, setting our OS's sample rate to the wrong value (e.g., one that is different from the emulator's own sample rate) can invalidate test results.

Special attention needs to be paid to emulator settings. Audio performance can be affected by many factors, including (but not limited to) video settings such as V-Sync.

The Tools​


This is probably the biggest hurdle to our objective. This kind of testing requires specialized tools like the above-mentioned MDFourier. This means we will need to find, write, and utilize code and audio analysis software for comparisons and null tests.

Defining What "Accuracy" Really Means​


The reality of the situation is that many old consoles produce highly variable results when rendering audio. For example, many SNES revisions make use of a ceramic resonator that almost never produces the same sample rate twice (yikes!).

Another element not to be ignored is the presence of old, rudimentary DACs in vintage hardware. Sample-and-hold and PWM DACs are common, as are end-of-chain analog low-pass reconstruction filters. This means that recreating the "pure" digital output of an audio processing chip is not necessarily the end goal as far as accuracy is concerned.

There is also the fact that many retro hardware sample rates do not align with modern sample-rate standards. For example, the GBA outputs 9-bit audio at 32.768 kHz in one of its modes. This means resampling is almost certainly unavoidable inside an emulator.

All of these elements make defining "accuracy" a bit of a messy endeavor. That said, well-taken measurements can speak for themselves, and we can all have slightly different thresholds for what we consider acceptable or "close enough."

Conclusion​


My own understanding and skills are fairly limited for the scope of this project, so I'm hoping that together we will be able to get some results, whatever they might be!

I do own some retro consoles like a Nintendo DS Lite and a DSi among others and an audio interface so I will contribute in any way I can in case the thread takes off.

Thank you for reading, and let me know what you think if you like! :)
 
Worth a punt, as there are a few H/W & S/W developer-level people on ASR who into games.

I'm not into games - all I want to do is tell everyone about the overpriced kit I want to buy, to gain total respect from people who can't spend as much money on marginal and boutique snake oil as I can! :)
[only kidding]
 
Worth a punt, as there are a few H/W & S/W developer-level people on ASR who into games.

I'm not into games - all I want to do is tell everyone about the overpriced kit I want to buy, to gain total respect from people who can't spend as much money on marginal and boutique snake oil as I can! :)
[only kidding]

Thank you for the feedback! :)

I guess we could extend the scope of the thread to old sound hardware emulation in general, not strictly gaming.

The same company mentioned above also worked on an emulator for the Yamaha DX7, which is a vintage digital synth from the 80s that was used on a ton of big Michael Jackson songs. That synth then served as the basis for the SEGA MegaDrive/Genesis console, which MJ also composed some tunes for!

Fun stuff.
 
Is the interest in how the original hardware performed or the modern emulators?

Both, I think. The main objective would be seeing how close or "accurate" the modern emulators can get to the real thing, while keeping in mind that perfectly replicating the audio output of vintage hardware is close to impossible (at least for now).

I believe Plogue sets quite a nice benchmark for the kind of audio quality that is possible to achieve, considering their emulators are suitable for real-time applications such as music production.
 
For those of us playing at home, how do we go about doing this? What hardware and software do we need, apart from the consoles themselves?
 
If you can tell me what I need to do, I have the consoles to measure.
List of consoles: NES, SNES, N64, Master System, Genesis, Saturn, PS1, Game Boy Pocket, Game Boy Color, Game Boy Advance, Game Boy Micro, Game Gear (this one needs fixed first, though.) I'd be more than happy to take the time to do this, as I'm also a little curious about the audio performance of them. I also have plenty of newer consoles as well, but I don't think those are what you're looking for.
 
I was thinking about what would be required a little bit. I'd need to get myself an audio interface (Not a big deal. I was already looking at getting a Topping E2X2, anyway.) The Saturn and PS1 would likely be easy, as I assume you'd measure them like a CD player, using a test CD. The other consoles would be a little harder. I'm guessing you'd have to make a cartridge that's purpose is to play a test tone (whatever the console can re-create), and measure from that. I'm not sure about the feasibility of the measuring aspect, though, having to not measure a sine wave, but a tone (again, more guessing on my part). I'm sure someone who knows a lot more than me will come and give some answers, instead of me just trying to guess.
 
We could use the audio tests in the 240p test suite. You'll need a flash cart for the cartridge based consoles.


I use a Mega Everdrive flash cart for the Mega drive/Genesis. I have a few different versions of the Genesis and Megadrive, including a V6. I also have a Sega CD attached to the V6.

Other consoles I could test that you've not listed include a French SECAM Sega Master system 2 (which has RGB out), Neo Geo CD, Japanese Saturn, Super Famicom, PS2 (fat), OG Xbox.

I use a them with a XRGB-mini Framemeister with them. Not sure if that's of any use for this purpose.
 
Other consoles I could test that you've not listed include a PS2 (fat), OG Xbox.
I actually have 2 PS2 fat models, and two original Xbox consoles as well, so I could handle those. I just didn't list them because I wasn't sure if we were talking just older stuff. Also, nice Neo Geo CD. I don't think I've seen one of those in person before.
 
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We could use the audio tests in the 240p test suite.

Yes. That's what I was thinking to start with. The 240p suite has an MDFourier section but I've never used it.

Recording the output and comparing the results would be a great first step. To compare we could use MDFourier itself and/or something like DeltaWave.

I've never used audio comparison software but I'm confident I could record audio from the emulator side of things fairly accurately.

I'm gonna give it a shot as soon as I have the time.
 
Yes. That's what I was thinking to start with. The 240p suite has an MDFourier section but I've never used it.

Recording the output and comparing the results would be a great first step. To compare we could use MDFourier itself and/or something like DeltaWave.

I've never used audio comparison software but I'm confident I could record audio from the emulator side of things fairly accurately.

I'm gonna give it a shot as soon as I have the time.
What will you use to record?
I have a MOTU M4. Is the ADC in it is good enough for this?
 
I have a MOTU M4. Is the ADC in it is good enough for this?
I'd imagine 103 SINAD for the ADC is more than enough. After all, even if the consoles with CD/DVD drives were to measure perfect, they'd only get to 98.7 SINAD. ANd I highly doubt they're perfect.
 
What will you use to record?
I have a MOTU M4. Is the ADC in it is good enough for this?

I will probably use a virtual interface to record the emulator's output in a purely digital way. That makes the most sense to me, but I'm open to differing opinions. :)

As @Shinano said, the M4 is probably light years ahead of what the old consoles were able to output, so it's likely fine. Just make sure that you're using a very high sample rate and that you're pushing the input gain as far as it can go without clipping.
 
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