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You might be wondering how I managed to get all of those weird non-standard numbers used for various sampling rates and pitches. It turns out those values come from iteratively multiplying or dividing standard sampling rate values (e.g.: 11025, 22050, 32000, 44100, 48000, etc...) with the 12th root of two and the 24th root of two. This way you get all possible semitones and also semisemitones. Both the PlayStation and the PlayStation 2 are natively capable of treating recorded audio samples as instruments, each reproduced with 12 notes between each octave or even 24 notes between each octave. This project took me forever. I had to first extract the Sony 4-bit ADPCM streams from the BIOS dumps using hex editors and some online documentation, figure out how the PlayStation 1 & 2 manage pitches and then convert the various streams with the respective pitches I could find in the code of each BIOS. Not all possible combinations are included in this video since there are too many of them, but there's still a reasonable amount. Also, there is no echo simulation. Great respect goes to Takafumi Fujisawa, the man behind the sounds of the PS1 and the PS2! ;) There's no download available yet. In the future I will try to provide a link that does not expire. UPDATE! DOWNLOAD LINK HERE: https://mega.nz/file/sBgR2QAA#Q5eOcly...