Anonymous
6/10/2025, 3:32:33 PM No.11792619
Ever thought about how many options are there for the music on ps1 hardware?
First, there is SPU wavetable music. It's the SNES audio chip on steroids (both were made by Ken Kutaragi). It has 8x more RAM and 2x more bits per sample than SNES. Usually reserved for games where ingame asset streaming is used, like FF and RE games which load backgrounds during gameplay. The best examples are RE2 and RE3 ingame music imo, hard to believe both are just tiny midi files.
Second, XA audio. Interleaved streaming audio originally used for video cutscenes. Interleaved means ps1 can stream XA audio and other data (video or assets) at the same time. Slightly less quality than CD audio but takes much less space. Most developers used it to pack as much quality music as posible while also leaving enough space for game assets. Examples are Tekken 2 and 3, Need for Speed 3 and 4, Gran Turismo 1 and 2, Ridge Racer Type 4. Resident Evil games used XA audio for spoken dialogue. Not many devs bothered with using the "interleaved" feature though, outside of video cutscenes. One famous example is real time intro in Tekken 3 where characters textures are streamed alongside the music.
Last, standard redbook CD audio. Highest quality but takes a lot of space leaving too little room for game assets. Was heavily used in early ps1 games. Coolest thing about it is that you can just put the game CD into a CD player instead of buying or downloading the soundtrack. Examples: Rage Racer and Destruction Derby 2.
First, there is SPU wavetable music. It's the SNES audio chip on steroids (both were made by Ken Kutaragi). It has 8x more RAM and 2x more bits per sample than SNES. Usually reserved for games where ingame asset streaming is used, like FF and RE games which load backgrounds during gameplay. The best examples are RE2 and RE3 ingame music imo, hard to believe both are just tiny midi files.
Second, XA audio. Interleaved streaming audio originally used for video cutscenes. Interleaved means ps1 can stream XA audio and other data (video or assets) at the same time. Slightly less quality than CD audio but takes much less space. Most developers used it to pack as much quality music as posible while also leaving enough space for game assets. Examples are Tekken 2 and 3, Need for Speed 3 and 4, Gran Turismo 1 and 2, Ridge Racer Type 4. Resident Evil games used XA audio for spoken dialogue. Not many devs bothered with using the "interleaved" feature though, outside of video cutscenes. One famous example is real time intro in Tekken 3 where characters textures are streamed alongside the music.
Last, standard redbook CD audio. Highest quality but takes a lot of space leaving too little room for game assets. Was heavily used in early ps1 games. Coolest thing about it is that you can just put the game CD into a CD player instead of buying or downloading the soundtrack. Examples: Rage Racer and Destruction Derby 2.
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