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7933591 No.7933591 [Reply] [Original]

https://www.youtube.com/watch?v=2b_KxNMt5e8
According to this description, Kirby Super Star and Final Fantasy 8 "use the same organ, but FF8 has more samples in it". How does that work in terms of programming?

>> No.7934367

>>7933591
> in terms of programming
it's not really programming as much as sound mechanics. sample rate is how many times per second a sound is "recorded". Say i recorded a piano middle C3 at 22khz. If i play it back slightly slower, it will become a B2, slightly faster it becomes a C#3. If i record the same piano middle C3 at 44khz, it has more detail, but you can speed it up or slow it down and still get different "notes". does that make sense?

>> No.7934928

>>7934367
Interesting, so does that mean whenever you want to use an instrument, you only need to record a single note?

>> No.7935158

>>7934928
> you only need to record a single note?
welllll yes and no. you can get away with slight pitch shifts usually but if you start shifting it too far it doesn't sound so great. shifting the pitch up and down also increases / decreases speed as well, because physics. half an octave either way is usually safe for most samples.
this is the general idea behind sampling.

>> No.7935204
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7935204

>>7933591
>According to this description, Kirby Super Star and Final Fantasy 8 "use the same organ, but FF8 has more samples in it". How does that work in terms of programming?

Both the SNES audio chip and the Playstation 1 audio chip use ADPCM audio channels, and support the same audio formats. Both were made by Sony. The difference is that the PSX has more audio channels, more RAM and can output at higher bitrate?

>> No.7935219
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7935219

>>7935204
>Both the SNES audio chip and the Playstation 1 audio chip use ADPCM audio channels,

The Final Fantasy Origin collections as well as Chrono Trigger, include the actual SNES ROM's on the DISC (as far as I can tell), The Playstation pulls the audio samples off the SNES ROM and sends them to the PSx audio chip instead.

>> No.7935507

>>7934928
That's how the wavetable synths of the TG16 and GB work. On waveform for all the notes.

>> No.7935560

For a sampled instrument the ideal is to have a different sample for each note. That isn't always feasible for storage reasons, in which case a sample will cover multiple notes, sped up or slowed down as necessary, or even the entire range of notes (which is the norm for SNES games). This hurts the realism of the instrument; if you slow a D4 piano note down to D2 it won't sound anything like a D2 note would in real life.

>> No.7935617
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7935617

>>7934367
>what are envelops?
This sort of reasoning is one of many reasons we have so many games with such shitty music. Early Amiga trash are some the worst, where they sample a single note and use it for the whole fucking scale.

>> No.7935627

>>7934928
>you only need to record a single note?
on machines with limited ram, yes. you can get away with having two or three samples of the same instrument at different pitches to cover most octave ranges that a real instrument would. ideally you have one sample for one octave range.

>> No.7935630

>>7935617
you can easily tell you've not only never used an amiga before, but you get your talking points from obese and retarded american pedophiles.

>> No.7936614
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7936614

>>7935617
> envelops?
envelopes. what does ASDR have to do with pitch shifting samples?
> hurr durr it sux
it was necessary to heavily reuse samples when you're shipping your game / demo on a floppy disk: you don't have room for a bunch of samples. uncompressed sound takes up a ton of space.
zoomers don't know what it's like to not have infinite hard drives with gigabit download speeds everywhere.

>> No.7937465

>>7935630
I got my first Amiga in 85. You can easily tell you have a chip on your shoulder because you didn't get to use an Amiga until your daddy was throwing his 600 away.
>>7936614
Zoomers don't know what it's like to not have infinite hard drives and processing power to do pitch shifting. Oh, the irony.

>> No.7937509

>>7937465
>I got my first Amiga in 85.
sure you did. we totally believe you, compulsive lying simp.

>> No.7937521

>>7935219
>include the actual SNES ROM's on the DISC (as far as I can tell), The Playstation pulls the audio samples off the SNES ROM and sends them to the PSx audio chip instead.
that would be the most painful and pointless way of going about it. going to need a source for that.

>> No.7937627

>>7937521
>that would be the most painful and pointless way of going about it. going to need a source for that.


I swear Chrono Trigger does have a ROM on the PS1 collection disc. Too lazy to double check though. Could br wrong. But the games do use the SNES sound libraries being played on the PS1 audio chip.

>> No.7939637

>>7937509
Project much?