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Old November 17th, 2011, 14:57   #49
tykel
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Join Date: Aug 2010
Location: London, UK
Posts: 433
Quote:
Originally Posted by paul_nicholls View Post
eg. a typical ADSR envelope which could modulate a waveform's output amplitude might look like this:

Code:
volume
        1      /\
        |     /  \_______
        |    /           \
        |   /             \
        0    A  D    S    R
I hope this makes sense?
Got that thanks

Quote:
Originally Posted by paul_nicholls View Post
So, for a 1 second sound encoded with my current scheme requires:

44100 x 1 (bytes per sample) x 1 (number of channels), or around 4.4KB.
That's 43 KB no?

Quote:
Originally Posted by paul_nicholls View Post
We could reduce this by using 22050 sampling rate instead...it is entirely up to us (or the creator of the emulator) as to what sound quality we use
Wait, the sample frequency depends on the game and how it chooses to store its samples, not the emulator, right?
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