

It wasn't until recently that we started to chronicle entries into this "Book". Over the years we have been discussing something known to us as "The Book of Weird Things". It's sad, indeed.Īnyway, my brother and a friend of ours used to be obsessed with completing games back in the day. Gone are the days where charming, character driven action adventure games like Tomba & Klonoa reigned supreme. Tomba! is an incredible, old school 2D platformer. The current HD release probably fixed this for other platforms, though.Yes, multiple times back in the day.
Tomba ps1 soundtrack full#
The only original release of that game to use full Redbook audio was the DreamCast version, since there were over 70 minutes of audio on top of the 350+MB of game data.
Tomba ps1 soundtrack ps2#
For instance, MDK 2 on the PS2 used 44100Hz mono streaming music. Some games are infamous for using crappy solutions. I only say they used 44100 for streaming, because that's the native sample rate of the sound chip, and the CD could read fast enough to support that data rate.
Tomba ps1 soundtrack software#
It all depended on the software used to author the games and also to run the resulting music on the system. Instruments could also use multiple samples for different note ranges. Typically, they authored musical instruments between 8kHz and 44kHz, and the sound chip resampled for different notes. It would be super cool if there were an emulation of the effects processor, and then some form of modeled saturation of the various PlayStation models.Īnd very interesting! So were the samples were stored at high sample rates, but resampled to save memory? by kode54 at 10:18 PM EDT on ApThey were stored at whichever sample rate they were authored at, it could be anything. by sabored at 9:23 PM EDT on ApThat would be awesome! A lot of audio folks are really into simulations of old hardware. And I don't know the first thing about making VST plugins, but I could probably get Falcosoft to look into it, since they've already produced some VSTi plugins.

by sabored at 11:35 PM EDT on Ap does the h correspond to?Īlso, hey! I recognize your name! You made that Playstation reverb emulator for foobar!Īny chance of turning that into a DAW plugin of some sort? I'm sure a lot of people would jump right on that.īy kode54 at 7:46 PM EDT on ApHexadecimal. The base sample rate of 1000h was 44100, while 800h would be 22050Hz, etc.įrequently, games streamed 44100Hz audio, even if it wasn't Redbook.

by kode54 at 10:31 PM EDT on ApThe samples for the sound chip could be any arbitrary factor of 44100Hz. I guess the delay is out of the ordinary. It sounds like it was created under the same specifications. The arcade version used a custom soundchip, Zoom-ZGS, for music, while the ps1 port streamed everything.Įdited 6:35 PM EDT Apby sabored at 9:18 PM EDT on Ap the samples didn't have to be encoded at 22,050 Hz? How were the sample rates chosen?Īnd that's interesting about G-Darius. The ps1's spu only had 512 kbs of ram.Īlso, G-darius never even used the ps1's spu for music. by Kirishima at 6:30 PM EDT on ApIt wasn't to save disc space, it was to save ram space. Forward looping possible from end of file, sample size multiple of 28Īny help with the PSF files or contributions to the list would be greatly appreciated.Įdited 4:35 PM EDT Apby jimbo1qaz at 5:41 PM EDT on ApI think PS1 samples were encoded in some form of ADPCM (Playstation BRR). 24 Tracks of monophonic sample playback, noise, or frequency modulation I'm also trying to write a set of rules to follow for replicating Playstation 1 music in a modern environment. There are three games in particular that I'd like to hear multi-tracked files of. Unfortunately, I come more from the audio side of things than the coding side, so creating PSF files is a bit beyond my current knowledge. I've recently had the urge to reverse engineer some of these songs. I'm curious as to whether it was an aesthetic thing or a necessity to save space on the disc. Rules for replicating PS1 SPU in a modern environment/Looking for three PSF rips by sabored at 2:41 PM EDT on ApI'm intrigued by the tendency of PS1 composers to bitcrush their samples, despite (to my understanding) having to encode them at 16 bit, 22,050 Hz for the VB soundbank. HCS Forum - Rules for replicating PS1 SPU in a modern environment/Looking for three PSF rips
