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by Knurek at 3:32 AM EDT on September 9, 2008
What hcs said.
And since the 44100 sampling rate doesn't loose anything compared to 32000 (44100 allows for frequencies up to 22050 Hz, 32000 for 16000 Hz), it's pretty much best to leave it at a value that won't cause additional resampling when the user wants to write the files as CD Audio (which by desing has to be in 44100).

Also, yeah, blargg's bandlimited synth does sound nice. I kinda hope Offgao puts that in NEZPlug++ eventually.
by VideoGameScrapBook at 3:32 AM EDT on September 9, 2008
Thanks hcs and Knurek, I suspected it would be something like that. Though given a scenario where you have to pick a maximum rate, I wonder which one would produce the most accurate sound. There's distinct differences in the "white noise" sound to me depending on what's chosen. Theoretically, would 48000 Hz be the way to go if we assumed mp3 players were the priority, not CD burning?

What other Nintendo systems use analog effects in the mixing? Are any of the sample rate upper limits known for any Nintendo system other than the SNES/N64/Gamecube/Wii?

edited 3:42 AM EDT September 9, 2008
by Knurek at 3:46 AM EDT on September 9, 2008
I haven't seen much MP3s encoded with 48kHz, so I'm not sure it's a good idea.

Also, take care with NEZPlug++ and large sampling rates. Did a quick test of Super Mario Bros. sampled at 96 kHz and there were some noticable errors in the wave. Might be just my system though.
by VideoGameScrapBook at 4:09 AM EDT on September 9, 2008
Yeah, I quickly decided against 96 kHz because I suspected there would be sound card issues, and most mp3 players wouldn't even support that as far as I know.

Yes, I'm aware there aren't many mp3s at 48kHz, but that sample rate isn't so rare in audio recording. I was trying to be forward thinking about things, since the only reason I believe most mp3 is in 44100 is because of the CD being the primary source of our music.

But now I'm thinking 44100 Hz for another reason, that being MP3 compression efficiency. I want the most "bang for the buck", a quality high enough so that it is virtually indistinguishable from the source for about 95% of the population, but at the lowest possible filesize due to distribution concerns. I suspect an even lower sampling rate would be ideal when looking at things through that perspective, but 44.1 kHz would be the answer people would want to hear most.
by hcs at 4:10 AM EDT on September 9, 2008
For N64 (can't speak for others) the sample rate isn't fixed, so depends on the game, but you seem to already know that.

I know nothing about GB hardware.

GC may be fixed at 48khz but I don't actually know. If you're decoding streams using the stream's own sample rate is pretty much the best idea.

As for the NES noise, yeah, that's pretty sensitive... don't know what I'd go with. Maybe do 44.1khz and compare it to Nintendo's CD releases? Finding the settings that sound/look closest to that at 44.1khz?

[edit]
44.1khz is best from a well-supported-plays-everywhere-without-(software)-resampling POV, and the quality is almost universally acceptable.

edited 4:13 AM EDT September 9, 2008
by Knurek at 4:25 AM EDT on September 9, 2008
Oh, I wasn't thinking of using 96kHz for release. But you can wavewrite and resample to 32kHz/44.1kHz using a good resampler (freeware Audacity for one).

And I think the psychoacoustic modelling in MP3s is optimized for 44.1 kHz, though this kind of thing you'd have to check on hydrogenaudio forums or similiar places.
by Lunar at 6:53 AM EDT on September 9, 2008
from what I can tell, NotSoFatso cranks DPCM up higher than other NSF players; something to bear in mind if you plan on using it. ISTR Disch recommending using NSFPlug instead as far as accuracy is concerned, though I don't know what the status quo is these days.
by VideoGameScrapBook at 1:05 PM EDT on September 9, 2008
Knurek, that's a pretty cool idea. I would do it if if your experiment didn't produce a slightly faulty output and if 96 kHz was tested by a lot more people. I'm afraid of the possibility that there could be some obscure bugs when using a higher frequency than what it's usually tested at.

Lunar, what makes NSFPlug more accurate? I want to go with NEZPlug++ since a lot of people seem to think that's the way to go, but if you can point me somewhere that does a good job of explaining NSFPlug's superiority in accuracy, than I'd definitely be willing to switch.
by Knurek at 1:10 PM EDT on September 9, 2008
NSFPlug is more accurate than NotSoFatso.
It also has a nice option of selecting few sound presets (few variants of Famicom, NES).
But compatibility wise, NEZPlug++ wins clearly, as NSFPlug doesn't have proper $4015 and $4017 APU registers emulation at all (not to mention other stuff as wll), which breaks a lot of NSFs (of the top of my head, Door Door (1985)(Chunsoft, Enix).nsf).
by VideoGameScrapBook at 1:40 PM EDT on September 9, 2008
For games developed by Nintendo, NSFPlug is the way to go for best accuracy, correct?

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