Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Rob Vawter Newsgroups: scea.yaroze.programming.sound Subject: Re: Sound questions Date: Tue, 14 Apr 1998 10:56:59 -0700 Organization: SCEA News Server Lines: 8 Message-ID: <3533A36B.4B92@playstation.sony.com> References: <352FDEAE.30D8@concentric.net> <353279DD.F1CEF153@netmagic.net> NNTP-Posting-Host: 206.41.6.40 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) Elliott Lee wrote: > There is a way to reduce that 400K. Load the GM sample set from > the CD (VB) into something like 800A0000h and the header (VH) into > 80090000h. Do your SsVabTransfer and then blow away the contents > of the VB. Once the sound data has been transfered to the SPU RAM, > you can overwrite it. The VH header, however, must remain resident. I think he was talking about using 400K of SPU RAM, not main RAM.