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by malkia
4014 days ago
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I don't rememmber a lot of it. Konami were very late with delivering their (MTS?) system that was their audio/tasking thing, we were not given anything in advance. As such we've just found in the code where the samples and music had to be played, and as I've said above we "stole" (downloaded) the music data from the web-sites that had them (not sure how they've got all the effects, or it could be that we also found some waveforms in the source package). I think at some point the "radio-codec" (okay, that's the actual Radio that Snake talks to the others) used this system - maybe a bit like fibers/threads, when a message comes, then switches. I'm not sure what exactly I did, and how much I understood it well (threads/fibers were not my thing back then... that much) but we've got it working. |
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You can decode the audio bits - it's just Sony's special version of ADPCM - or use a cartridge (for those PlayStations old enough to have a cartridge port) and read out the SPU memory over X-Link. You didn't even need a debug model to do it (although you did need a handy parallel port and the ability to bit-bang, or run a DOS program).
The CODEC used CD-XA Mode 2 Form 2 (2532-byte sector, with less error-correction layers) ADPCM-compressed streaming audio, 1 of 8 channels, at a relatively low sample rate - which works fine for speech. Lots of PlayStation games used the same basic technique for music and voices (as well as FMVs, although the bulk of that data would have been MDEC-compressed video).