[gstreamer-bugs] [Bug 549673] Support USF, PSF, PSF2

GStreamer (bugzilla.gnome.org) bugzilla-daemon at bugzilla.gnome.org
Tue Nov 11 20:36:38 PST 2008


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  GStreamer | gst-plugins-bad | Ver: 0.10.x

chris changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEEDINFO                    |UNCONFIRMED




------- Comment #4 from chris  2008-11-12 04:36 UTC -------

PSF
A PlayStation Sound Format (PSF) file is a sound data file (akin to SPC from
the Super NES) ripped directly from a Sony PlayStation video game.

The PSF format was created by Neill Corlett in 2003. Neill Corlett later
created the PSF2 format. Highly Experimental is the name of the Winamp plugin
that plays PSF and PSF2 files. This plugin can improve on the original
Playstation sound by playing the PSF's at sampling rates above 44.1 KHz.

Generally PSF files contain a number of samples and a sequence player program.
This takes far less space than the equivalent streamed format of the same song
(WAV,MP3) while still sounding exactly like the original song (as opposed to
formats such as MIDI which depend on the creator's accuracy and quality of the
MIDI synthesizer it's played on). Several PSF subformats also have a
miniPSF/PSFlib capability, wherein data that is used by multiple tracks need
only be stored once (in the PSFlib) and the differences are stored, with
reference to the PSFlib, in a miniPSF file, further increasing storage
efficiency. Additionally sections of the PSF are zlib compressed. Generally,
background music stored in PSF files can be played forever, as the sequencer
properly handles its own loop points, another advantage over streamed formats.

A PSF2 file is a sound data file equivalent to the PSF, but ripped directly
from a Sony Playstation 2 video game.

Both PSF and PSF2 files contains a header which specifies the type of video
game system the file contains data for, and an optional set of tags at the end
which can give detailed information on the file (game name, artist, length,
etc.) The organization of the data is determined by each individual subformat.

PSF initially stood only for "PlayStation Sound Format", but with the addition
of the PSF2, SSF (Sega Saturn Sound Format), DSF (Dreamcast Sound Format), USF
(Nintendo Ultra 64 Sound Format), and QSF (Capcom Q-Sound Format) subformats, a
more generic backronym was developed: Portable Sound Format.


USF:
http://en.wikipedia.org/wiki/Nintendo_Ultra_64_Sound_Format
The Nintendo Ultra64 Sound Format (USF) is a file
format developed by Adam Gashlin to store sound data
(akin to NSF for the NES) ripped directly from a
Nintendo 64 video game.

USF files are generated manually from the video game's
ROM by isolating the program code responsible for
playing music, plus the stored music data. The rest of
the bytes of the ROM are zeroed, and the resulting data
is stored sparsely (zero bytes are not stored in the
USF, so unspecified bytes can be assumed to be zero)
but otherwise without compression. The file also
contains a Project64 save state which is used to
initialize emulation upon loading the USF, rather than
follow the complete N64 boot process. The ripping
process is very manually intensive because the Nintendo
64 has no standard format in which the music playback
code and music data are stored in the ROM. USF files
can be played back in Winamp through the use of an
appropriate plug-in, such as 64th Note
(http://www.hcs64.com/usf/64thnote/PJ64v12b3.zip).

The basic USF file structure is a subformat of PSF. 

example files for usf can find there
http://www.hcs64.com/usf/

I try to find more information about the formats.

   greetings from germany Chris


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