Bregalad wrote:
tepples wrote:
I played around in numpy and found a treble boost FIR filter that should come close to canceling the S-DSP's treble cut
Is this independant of the playback frequency of the SNES sample ?
Yes.
Quote:
Is there a way to do the reverse of it when decoding samples, to "simulate" gaussian filtering ?
Yes. Convolve the sample with appropriate elements of the Gauss table as described in
nocash's doc. In the case of applying the filter statically, such as when extracting a sample from a game to a wave file, filter with the FIR kernel [372, 1304, 372]/2048.
Quote:
On SNES it's necessarly to do bit shifts with integer values properly and to clamp/clip like the hardware does, else you get an alarm sound instead of wind in Final Fantasy 6.
I wonder if a similar things exists with the playstation, which is probably the case hearing how inaccurate sound is emulated currently (unless I need to upgrade my PS1 emulators).
As computing architectures become more advanced and more orthogonal, developers get lazy, start coding in higher-level languages, and rely less on undefined behavior (except in the case of that X-Files game). But I'd bet there are people within the psxdev community who would be willing to run test cases on an actual PS1 so that nocash can update
his PS1 SPU docs.