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ff3:ff3us:music:brrsamples [2018/03/11 02:15] madsiur [Introduction] |
ff3:ff3us:music:brrsamples [2024/02/11 00:22] (current) h.carrell Changed Gundam Hazard to Gun Hazard |
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| BRR Samples with first two bytes as sample length. Pitch, loop and ADSR data are in a text file. (~3MB) | {{ff3: | | BRR Samples with first two bytes as sample length. Pitch, loop and ADSR data are in a text file. (~3MB) | {{ff3: | ||
| BRR Samples with first two bytes as sample length. Each sample has it own folder with data in bin files. (~3MB) | {{ff3: | | BRR Samples with first two bytes as sample length. Each sample has it own folder with data in bin files. (~3MB) | {{ff3: | ||
- | | BRR Samples with no sample length as first two bytes converted to WAV audio file. (~8MB) | {{ff3: | + | | BRR Samples with no sample length as first two bytes converted to WAV audio file. (~10MB) | {{ff3: |
- | | All packages from all games. (~16MB) | {{ff3: | + | | All packages from all games. (~19MB) | {{ff3: |
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==== Games ==== | ==== Games ==== | ||
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==== Looping point Data ==== | ==== Looping point Data ==== | ||
- | This is a two bytes data for every Squaresoft sample excluding Final Fantasy 4. However, even if the data is 4 bytes in this case first two bytes are always 00 00. It's easy to presume a loop start point would not give different results in different games but I have not studied every Squaresoft sound engines. I think a loop point AABB will restart | + | This is a two bytes data for every Squaresoft sample excluding Final Fantasy 4. However, even if the data is 4 bytes in this case first two bytes are always 00 00. It's easy to presume a loop start point would not give different results in different games but I have not studied every Squaresoft sound engines. I think a loop point AABB will loop the end of sample when we reach offset BBAA to sustain notes. |