Users browsing this thread: 1 Guest(s)
final fantasy mystic quest sound effects

#6
Posts: 3,970
Threads: 279
Thanks Received: 236
Thanks Given: 58
Joined: Oct 2011
Reputation: 65
Status
Tissue-aware
After re-reading my post and the guy original post, I think he is referring to the sound effects and not the brr samples. This is still a mystery for me in FF6, only way we found is make an event tile that play a SFX and record via emulator, then switch the SFX ID of the event command and record the next one. This could work on other Squaresoft game having a similar event system, the hard part is setting the event if you have no event documentation.

I know FF6 sound effects are generated from a single giant waveform separated from the song brr samples. The waveform has its own ADSR table and other data table to help generate a SFX, I suspect each SFX has a pointer to a part of the waveform and a certain length is used for the SFX, then effects applied to it but I've never seen documentation on the subject.
  Find
Quote  



Messages In This Thread
RE: final fantasy mystic quest sound effects - by madsiur - 03-07-2018, 07:42 PM

Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite