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Old 24th June 2011, 02:37 AM
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Quote:
Originally Posted by daaceking View Post
i don't get n64 audio.
Really, you don't?
lmao that's no good

Quote:
Originally Posted by daaceking View Post
something about similar to midi but not. i'm guessing it has sound files but the way it plays them is similar to midi in the way that the sound files get chosen to play, if you know what i mean. if that is true, then the sound files still have a form of quality. he also said 700kbps, which should be brilliant quality even for 22khz (i think). 22khz is radio isn't it. or is it telephone?
kbps isn't always quality necessary. For MP3 it is because it isn't necessarily controlled by the raw frequency in samples per second; it's a lossy format for audio. Raw audio formatting is more directly correlative to the frequency of the audio. A 16-bit signed PCM waveform at 22,050 Hz is 786 or something like that kbsp because of simple working units math.
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  #22  
Old 24th June 2011, 04:13 AM
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Ok, so you keep saying raw audio.does that mean uncompressed in the same way wave audio is? Lossless?
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  #23  
Old 24th June 2011, 11:51 AM
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yeah uncompressed
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  #24  
Old 24th June 2011, 05:21 PM
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If nintendo was going to use bad quality raw audio, why didn't they just use compressed?
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  #25  
Old 24th June 2011, 06:58 PM
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It's not bad quality audio. It's lossless.

MP3, WMA, etc. are (95% of the time) lossy, which is where quality applies because it determines how much data is being thrown out and in what way.

Quality is never an existent measurement with raw audio formatting, unless it's stuff like bits per sample or whatever then technically. I wouldn't know for sure to be honest. I am not a sound person here.

And sometimes they do use MP3 compression in some of the Star Wars games, which the sound ucodes for that aren't as easy to emulate.
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  #26  
Old 24th June 2011, 10:34 PM
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Too complicated
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Old 24th June 2011, 11:30 PM
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Righto, heh take my word for it. :P It at the very least isn't a question of quality, even if quality is an existent factor in regards to raw-formatted audio that N64 games use.
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Old 25th June 2011, 01:46 AM
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Ok scraP that. Tell me. How does nintendo shove so much data intO such a small file? Also why are the rom sizes not variable? If you know what I mean?
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  #29  
Old 25th June 2011, 03:03 PM
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they don't.

when games use uncompressed audio, it basically uses instrument files programmed in sequence across multiple channels to create the illusion of music.

somebody else could probably explain this better xD
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  #30  
Old 25th June 2011, 03:39 PM
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Oh, it creates the music as it goes, okay....











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