



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
