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Thanks for the advice - my comment about 'high quality' was to do with the production values rather than sample rates - it's very difficult to get a half-decent slap bass sample that works all the way up the keyboard (if you know what I mean!) as most software sythesisers use different samples at set intervals which doesn't sound particularly realistic or seamless.
> > Hi All, > > > > I know we already have the various QSound players but does anyone know if it > is > > possible to use the emulated hardware as a synthesiser, to make it play new > > tunes? > > In principle, yes, assuming you mean just QSound, QSound hardware is essentially > an 8-bit sample player. The samples are PCM, and it should be fairly easy to > grab the start/end/loop points and samplerates from an emulator. > > > My reason for wanting to do this is that the Capcom arcade games feature > > a wide range of high-quality samples that I've yet to find on any conventional > > keyboard setups and would be ideal for producing CD-based backing tracks for > my > > own games (when I finally get round to developing them). > > Eh? It's just 8 bits, the hardware runs at 24KHz. The Fairlight samplers from > the early 80s were already more advanced than that. Anyway, if you insist, add > some printf() statements to an emulator, extract the samples you want, and > import them in your PC sampler of choice. I'd have a really good look at the > software synths and sample libraries available on PC before resorting to that, > though, free or otherwise, samplers, too. > > > My emulation skills are fairly poor at the moment (some basic Z80 stuff so > far) > > so I would also like to find out if anybody has written any tutorials or could > > give any advice on how the CPS II boards output the music, how the > > sounds/samples are organised, etc. > > See above. >
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