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- Path: sdcc12.ucsd.edu!sdcc13!ckaiser
- From: ckaiser@sdcc13.ucsd.edu (Po-Ching Lives!)
- Newsgroups: comp.sys.cbm
- Subject: Re: Best C64 Game Soundtrack
- Date: 12 Mar 1996 15:59:47 GMT
- Organization: University of California, San Diego
- Message-ID: <4i471j$pbt@sdcc12.ucsd.edu>
- References: <4h7p5k$p4h@argentina.it.earthlink.net> <HLEK0YAQY2OxEwsz@dellos.demon.co.uk> <9603050126.AA000si@cosine.demon.co.uk> <4hl252$i5d@gatekeeper2.svl.trw.com> <4i1m2s$s2u@news.acns.nwu.edu>
- NNTP-Posting-Host: sdcc13.ucsd.edu
-
- In <4i1m2s$s2u@news.acns.nwu.edu> judd@merle.acns.nwu.edu (Stephen Judd) writes:
-
- >On a somewhat related note, does anyone know how these voices were
- >generated? Specifically the good ones, like Impossible Mission and
- >Ghostbusters (both Berlely Softworks voices?). Are they just digitized,
- >or do they actually manipulate SID in some sophisticated way?
-
- I think they're just digitized. Even 4-bit sound can be of fair
- quality. My current project is a .WAV converter so I can play 8-bit,
- 11.025kHz samples on the 64. Surprisingly, Micro$oft's file format
- is rather easily converted to VoiceMaster's, which makes it rather simple!
-
- Cameron Kaiser
- ckaiser@ucsd.edu
- visit the CWI home page at http://www.armory.com/~spectre/cwi.html
-