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#21
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Really, you don't?
lmao that's no good Quote:
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http://theoatmeal.com/comics/cat_vs_internet |
#22
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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
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yeah uncompressed
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#24
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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
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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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http://theoatmeal.com/comics/cat_vs_internet |
#26
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Too complicated
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#27
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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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http://theoatmeal.com/comics/cat_vs_internet |
#28
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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
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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 |
#30
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Oh, it creates the music as it goes, okay....
O.O WOOOOOOOOOOOOOOOOOOOOOO
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