I increased the engine sampling rate from 10512 Hz to 42048 Hz in Megaman Battle Network 1 to enhance a song I made to replace the title screen music with and now some sounds have become distorted as a result. Is this caused by me using too many CPU cycles, or is something else going on? Decreasing the engine sample rate to something like 21024 Hz seems to make the distortion go away. What's even more interesting is that I used two samples from battle network 3 and a sample I made myself and the two samples from battle network 3 are the only ones to have the distortion problem as of now. Those sounds have a really low sample rate while the sample I created is sampled at 44100 Hz.
Bad looping isn't the problem either as some un-looped samples are also experiencing the same distortion. The distortion sounds like brief stuttering.
Is this why a lot of game devs used really low sample rates on GBA games that use the MP2K sound engine? Could the problem be that information is not getting to the CPU fast enough since it has to be read directly from the cartridge? Could this also be caused by slow or inefficient game code? I am very curious as to what's going on and would like to know more about this from someone who has more knowledge on the subject.
Bad looping isn't the problem either as some un-looped samples are also experiencing the same distortion. The distortion sounds like brief stuttering.
Is this why a lot of game devs used really low sample rates on GBA games that use the MP2K sound engine? Could the problem be that information is not getting to the CPU fast enough since it has to be read directly from the cartridge? Could this also be caused by slow or inefficient game code? I am very curious as to what's going on and would like to know more about this from someone who has more knowledge on the subject.
Last edited by biolizardshadow,