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how are samples generated?

Posted: Thu Feb 13, 2020 7:24 pm
by JessicaJones
hi

Samples don't have a crc or sha1 in -listxml, but how are they made then?

Some questions:

- where are the sounds represented by samples stored on an arcade cabinet PCB? I understand they are not dumped from chips? (why else no crc or sha1 checksum)

- Are samples needed because MAME can't emulate those sounds?

- because there are no crc or sha1 in -listxml for samples, does this mean they are recorded using analog audio output by playing on a REAL cabinet/PCB with speakers?


Thanks

Re: how are samples generated?

Posted: Sat Feb 15, 2020 2:07 pm
by Tafoid
JessicaJones wrote: Thu Feb 13, 2020 7:24 pm hi

Samples don't have a crc or sha1 in -listxml, but how are they made then?

Some questions:

- where are the sounds represented by samples stored on an arcade cabinet PCB? I understand they are not dumped from chips? (why else no crc or sha1 checksum)

- Are samples needed because MAME can't emulate those sounds?

- because there are no crc or sha1 in -listxml for samples, does this mean they are recorded using analog audio output by playing on a REAL cabinet/PCB with speakers?


Thanks

Correct, there is no CRC hashing related to samples. They can be anything you want so long as the filenames match what has been entered into source files and match certain recording standards. They are meant to allow endusers to have audio in games which cannot be emulated for whatever reason and most often are taken from recordings of actual PCBs. Notice that all machines with samples are flagged as MACHINE_IMPERFECT_SOUND and stays that way until emulation is done/considered accurate which means a machine's samples will be dropped.