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Old 11-11-03, 11:40 AM   #13
_tf_
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yes it has soundstorm but there are no
alsa drivers for it.
so i have to use the realtec codec.
(btw. it is not that bad http://redakcja.net.pl/recenzje/2003..._g/realtek.htm)

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Old 11-11-03, 01:47 PM   #14
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So is that all you guys are waiting for then? Proper ALSA-based SoundStorm drivers? Just from my travels through the 2.6 qconf, it would seem that IDE and Ethernet are now covered quite nicely.
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Old 11-11-03, 01:58 PM   #15
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Correct
WE NEED ALSA SOUNDSTORM DRIVERS!!

but it will be really difficult to write because nvidia does not provide any hardware specs on this.

nvidia, please read this!
http://alsa-project.org/call.php3


thanks!
lars
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Old 11-11-03, 07:28 PM   #16
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Quote:
Originally posted by _tf_
Correct
WE NEED ALSA SOUNDSTORM DRIVERS!!

lars
Given that the nForce MCP/MCP-T APU (aka soundstorm) is a "processor", and it does NOT output sound though a DAC directly, you still need to marshall the output using something, eg. an AC97 codec of some sort (ie. Realtek/whatever) to physically OUTPUT the sound.

With the current applications available on Linux what would you hope to achieve be having support for the APU as well?

The APU has very limited usage for anything other than gaming, which lets face it, Windows is currently the best platform to use for this.

The only immediate advantage I could see would be the ability to do multi voice mixing in hardware, but this would not effect the sound quality, as this can already be done in software quite efficiently already.

I'm sure if there was a compelling reason to support the nForce APU someone would attempt to do so.. but I can't think of what that reason would be.

Seeya...Q
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Old 11-12-03, 12:33 PM   #17
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i'm shure if we had soundstorm drivers,
there would be some good use for the new features.
maybe a killer 3d audio mixing app, or hardware
dsp enabled ladspa effect plugins, faster fps in games comes to mind.
(see http://www.tomshardware.com/game/200...tml#benchmarks)


a question to those who have an a7n8x...
does 5.1 digital out with alsa work nicely?
just couriuos...

best,
lars

Last edited by _tf_; 11-12-03 at 12:39 PM.
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Old 11-12-03, 07:48 PM   #18
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That's all well and good, but first you need an API that can do some approximation of this rendering in software. Such an API needs to allow any application to setup the sound staging and audio streams etc.. regardless of the underlying hardware in use, only then do you begin to work on accelerating it in hardware. Then you need to get the game developers to use it. No small task, and a LOT of work before you have to worry about supporting the exotic functions offered by DSPs like the nForce MCP-T APU.

This is why Microsoft developed DirectX, it does exactly this. And it's why Windows is a better platform if you need this sort of functionality.

As for Dolby Digital output using ALSA drivers. The only possible way this can work at the moment is if the output audio stream is already AC3 encoded, assuming the drivers support SPDIF passthrough.

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