Weird frequencies for instruments? by birdmanager6 at 8:12 PM EDT on July 13, 2016
Hi, there. I've noticed how many games with sequenced music, such as those for SNES and Nintendo DS, often have their instrument samples at a base note of a weird frequency. I mean, looking at the samples after converting them to WAV with the right frequency, sometimes it's a more normal frequency like 16000hz, 22050hz, 32000hz, etc., but sometimes it's something odd like, for example, 28941hz! And sometimes it's really close to one of the more normal frequencies, like 32043hz! Why didn't they make it exactly 32000hz? I would really like to know why this is...
by icecream at 12:28 AM EDT on July 14, 2016
I've wanted an answer to this too, it seems way too arbitrary and time consuming to give the samples those kinds of refresh rates, especially considering that original wav files may not be available for some synths and thus have to be resampled. They have a method, I just don't have a clue what that method is....
by nobody1089 at 2:20 AM EDT on July 14, 2016
Majora's Mask .u64 (and possibly others) playback at 32006hz in foobar2000. (You must turn off 44100hz resampling. Even then, the metadata may already have 44100 stored.)

Your observed sample rates are present in decoded samples, not .*sf files or recordings. Are you sure the funky sample rates aren't just created by the decoder, as a result of tuning values, etc?

edited 2:21 AM EDT July 14, 2016

edited 1:06 PM EDT July 14, 2016
by hcs at 2:33 AM EDT on July 14, 2016
In the case of the N64, there's a divider that determines the speed of the DAC, and it just doesn't clock at nice round numbers.


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