Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.sound Subject: Re: 2 vb and vh files? Date: Fri, 16 Oct 1998 13:22:28 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 24 Message-ID: <36273A83.46539866@ndirect.co.uk> References: <704c6f$nec10@chuka.playstation.co.uk> <362636FD.72AB44A@ndirect.co.uk> <7064lb$nec15@chuka.playstation.co.uk> <3626BA47.36234426@shell.jps.net> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: th-usr02-51.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Elliott Lee wrote: > OH. The limit is 512kb. You can't load more than that into memory. > (Besides that's a killer long time to transfer 512kb from the PC to > the Yaroze over the serial cable!) Try to size down your VAB files. > Reduce sample quality, use things with long, constant tones to > increase compression ratio, use shorter instruments/sfx that can be > looped. > > - e! > Constant tones will increase the compression ratio? Is that right? My understanding of ADPCM is that the number of samples doesn't change, but the bit resolution is reduced, normally to 4-bits per sample. Thus, the compression ratio is fixed. Ok, I don't know the ins and outs of the PSX ADPCM format, but every other ADPCM format I've worked with is fundamentally the same. Herbs