Path: chuka.playstation.co.uk!news1.scei.co.jp!scea!greg_labrec@interactive.sony.com From: "Mr. Dave Krampitz" Newsgroups: scea.yaroze.programming.sound Subject: Need Sound Advice Date: Tue, 01 Jul 1997 22:53:50 -0500 Organization: SCEA Net Yaroze News Lines: 31 Message-ID: <33B9D0CE.52A@dfwmm.net> NNTP-Posting-Host: 40-00-dal.dfwmm.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) CC: krampitz@dfwmm.net Hello, I have a series of questions that are elementary perhaps to most, but I am trying to understand how the playstation handles sound data. So, if anyone could give me a hand, I would appreciate it. Lets say I have a .wav file which is a sound effect. Lets also say I convert it into a vag and then create a vab. 1. Please Define program in relation to this vab 2. Please define tone in relation to this vab 3. When using SsUtKeyOn with this sound effect, does the pitch attribute alter the pitch of the wave (vag in VAB) file? 4. Is there a 'template' that can be used with minor modifications for the definition file required by mkvab? Also, I created a .mid file using cakewalk and used smf2seq to create the .seq file. When I used sndplay, the instruments came out wrong on the playstation. 1. How does one map the instruments to a seq file through the use of vabs? 2. How do I get the instruments to be 'translated' correctly? THANKS much for any and all help. I appreciate your time and am eager to get this thing going. Please reply here or to krampitz@dfwmm.net Dave