ff3:ff3us:music:brrsamples

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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:ff3us:music:brrsamples:all-samples-regular.zip| Download}} | | BRR Samples with first two bytes as sample length. Pitch, loop and ADSR data are in a text file. (~3MB) | {{ff3:ff3us:music:brrsamples:all-samples-regular.zip| Download}} |
 | BRR Samples with first two bytes as sample length. Each sample has it own folder with data in bin files. (~3MB) | {{ff3:ff3us:music:brrsamples:all-samples-detail.zip| Download}} |  | BRR Samples with first two bytes as sample length. Each sample has it own folder with data in bin files. (~3MB) | {{ff3:ff3us:music:brrsamples:all-samples-detail.zip| Download}} | 
-| BRR Samples with no sample length as first two bytes converted to WAV audio file. (~8MB) | {{ff3:ff3us:music:brrsamples:all-samples-wav.zip| Download}} | +| BRR Samples with no sample length as first two bytes converted to WAV audio file. (~10MB) | {{ff3:ff3us:music:brrsamples:all-samples-wav.zip| Download}} | 
-| All packages from all games. (~16MB) | {{ff3:ff3us:music:brrsamples:all-samples.zip| Download}} | +| All packages from all games. (~19MB) | {{ff3:ff3us:music:brrsamples:all-samples.zip| Download}} | 
 </WRAP> </WRAP>
  
 ==== Games ==== ==== Games ====
-  * [[ff3:ff3us:music:brrsamples:AL|Alcahest]] 
   * [[ff3:ff3us:music:brrsamples:bl|Bahamut Lagoon]]   * [[ff3:ff3us:music:brrsamples:bl|Bahamut Lagoon]]
-  * [[ff3:ff3us:music:brrsamples:bof|Breath of Fire]] 
   * [[ff3:ff3us:music:brrsamples:ct|Chrono Trigger]]   * [[ff3:ff3us:music:brrsamples:ct|Chrono Trigger]]
-  * [[ff3:ff3us:music:brrsamples:dt|DynamiTracer]]+  * [[ff3:ff3us:music:brrsamples:dt|Dynami Tracer]]
   * [[ff3:ff3us:music:brrsamples:ff4|Final Fantasy 4]]   * [[ff3:ff3us:music:brrsamples:ff4|Final Fantasy 4]]
   * [[ff3:ff3us:music:brrsamples:ff5|Final Fantasy 5]]   * [[ff3:ff3us:music:brrsamples:ff5|Final Fantasy 5]]
   * [[ff3:ff3us:music:brrsamples:ff6|Final Fantasy 6]]   * [[ff3:ff3us:music:brrsamples:ff6|Final Fantasy 6]]
   * [[ff3:ff3us:music:brrsamples:fm|Front Mission]]   * [[ff3:ff3us:music:brrsamples:fm|Front Mission]]
-  * [[ff3:ff3us:music:brrsamples:gh|Front Mission: Gundam Hazard]]+  * [[ff3:ff3us:music:brrsamples:gh|Front Mission: Gun Hazard]]
   * [[ff3:ff3us:music:brrsamples:hh|Hanjuku Hero]]   * [[ff3:ff3us:music:brrsamples:hh|Hanjuku Hero]]
   * [[ff3:ff3us:music:brrsamples:khb|Koi ha Balance]]   * [[ff3:ff3us:music:brrsamples:khb|Koi ha Balance]]
   * [[ff3:ff3us:music:brrsamples:lal|Live a Live]]   * [[ff3:ff3us:music:brrsamples:lal|Live a Live]]
   * [[ff3:ff3us:music:brrsamples:mq|Mystic Quest]]   * [[ff3:ff3us:music:brrsamples:mq|Mystic Quest]]
-  * [[ff3:ff3us:music:brrsamples:soe|Secret of Evermore]] 
   * [[ff3:ff3us:music:brrsamples:rd|Radical Dreamers]]   * [[ff3:ff3us:music:brrsamples:rd|Radical Dreamers]]
   * [[ff3:ff3us:music:brrsamples:rs1|Romancing SaGa]]   * [[ff3:ff3us:music:brrsamples:rs1|Romancing SaGa]]
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   * [[ff3:ff3us:music:brrsamples:som|Secret of Mana]]   * [[ff3:ff3us:music:brrsamples:som|Secret of Mana]]
   * [[ff3:ff3us:music:brrsamples:tc|Treasure Conflix]]   * [[ff3:ff3us:music:brrsamples:tc|Treasure Conflix]]
-  * [[ff3:ff3us:music:brrsamples:thg|Treasure Hunter G]] 
   * [[ff3:ff3us:music:brrsamples:totr|Treasure of the Rudras]]   * [[ff3:ff3us:music:brrsamples:totr|Treasure of the Rudras]]
  
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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 the sample when we reach offset BBAA of the sample.+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.
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