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From Final Fantasy Inside

FF7/PSX/Sound/AKAO sequence

1,341 bytes added, 09:22, 31 May 2020
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|delay: byte, rate: byte, type: byte (0-15)
|When <code>rate</code> is 0, it will be translated to 256 ticks.
The interpretation of the first parameter may change to depth depending on 0xF3.
|-
|[[FF7/PSX/Sound/Opcodes/0xb4b5|0xB5]]
|delay: byte, rate: byte, type: byte (0-15)
|When <code>rate</code> is 0, it will be translated to 256 ticks.
The interpretation of the first parameter may change to depth depending on 0xF3.
|-
|[[FF7/PSX/Sound/Opcodes/0xb8b9|0xB9]]
|2
|amount: signed byte
|The pitch can be changed in the range of one octave above and below.The <code>amount</code> is the multiplicand for the playback frequency, not a log-based parameter like cents. For example, when the <code>amount</code> is 127, the pitch will be multiplied by 127/128 (about +1 octave). Negative value ​​will lower the pitch.
|-
|[[FF7/PSX/Sound/Opcodes/0xd8d9|0xD9]]
|2
|amount: signed byte
|The <code>amount</code> will be added to the current tuning amount.
|-
|[[FF7/PSX/Sound/Opcodes/0xdadb|0xDA]]
|2
|speed: byte
|When <code>speed</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xdadb|0xDB]]
|3
|length: byte, depth: byte
|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xde|0xDE]]
|3
|length: byte, depth: byte
|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xdf|0xDF]]
|3
|length: byte, depth: byte
|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xa0|0xE0-0xE7]]
|4
|length: byte, tempo: uint16
|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xeaeb|0xEA]]
|4
|length: byte, depth: uint16
|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xeced|0xEC]]
|3
|drum_map_offset: signed int16
|The <code>drum_map_offset</code> is a relative offset pointing to the table that maps the instrument and articulation for each keys.
|-
|[[FF7/PSX/Sound/Opcodes/0xeced|0xED]]
|3
|destination_offset: signed int16
|Can This instruction can be used to make an infinite loop.
|-
|[[FF7/PSX/Sound/Opcodes/0xef|0xEF]]
|4
|times: byte, destination_offset: signed int16
|When <code>times</code> is 0, it will be translated to 256 times.
|-
|[[FF7/PSX/Sound/Opcodes/0xf0f1|0xF1]]
|times: byte, destination_offset: signed int16
|Unlike 0xF0, this instruction will end the current loop by decrementing the nesting level of the loop.
When <code>times</code> is 0, it will be translated to 256 times.
|-
|[[FF7/PSX/Sound/Opcodes/0xa1|0xF2]]
|2
|instrument: byte
|The Unlike 0xA1, the sample before the loop point is replaced by a short, silence sample.
|-
|[[FF7/PSX/Sound/Opcodes/0xf3|0xF3]]
|Volume Balance of Overlay Voice
|2
|balance: byte(0-127)
|When the balance is 0, the volume of the primary voice will be 100% (127/128) of original and that of the secondary voice will be 0%. 127 is the opposite.
|-
|Volume Balance Slide of Overlay Voice
|3
|length: byte, balance: byte(0-127)|When <code>length</code> is 0, it will be translated to 256 ticks.
|-
|[[FF7/PSX/Sound/Opcodes/0xf8f9|0xF8]]
|Turn On Alternate Voice
|2
|release_rate: byte(0x00-0x1f)
|This instruction allows subsequent notes to be played on two alternating channels. At the same time, the ADSR release rate will be set to the specified value. A free voice channel is required to work.
Check "Opening - Bombing Mission", "Tifa's Theme" and "Fortress of the Condor" for actual usage.
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