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After two weeks of programming, my sequenced music finally works on PS1. Previously, I could only play existing PS1 tracks from other games from .SEQ/.VAB/ADPCM files. Making my own tracker format + properly encoding samples was incredibly complex, but I did it!
45,072 görüntüleme • 1 yıl önce •via X (Twitter)
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Mixing/volume envelopes still need a lot of work... currently working on them. Basically, you can have separate attack/decay/sustain/release values on each of 24 SPU channels. Also see my crazy research on how ADSR works on PS1.

Size stats. That's in bytes. 50% of the size of the samples comes from Amen break + small break in the middle. Can probably be reduced by chopping it more or doing a beat from scratch. We'll see :)

AI-first pull request reviewer with context-aware feedback, line-by-line code suggestions, and real-time chat.

Fantastic work! Audio has always mystified me, especially music; that this only took you 2 weeks is stunning. All you need now is a breakdancing minigame.

Thanks! This wasn't entirely from scratch, though. I already had PSF/SEQ/VAB player, so I knew some stuff about the SPU... but making my own pattern/instrument format, understanding ADSR and how to encode samples took a lot of time... (worked 10+ hours during some days)

why not just use an existing format like XM or something? didn't SuperSponge do that?

I use. .IT (ImpulseTracker/OpenMPT), basically. But I remove needless stuff from it + you can't have raw .wav samples in them - PS1 SPU only accepts specifically encoded ADPCM samples and encoding them at runtime is very wasteful/slow.

Sounds great too!

Thanks! Sounds surprisingly good coming from pretty bad PVM speakers :D

This is incredibly cool!

Beautiful 🙌
