Burning Rangers uses ADX audio which is able to play multiple tracks at once. How many I don't know.
Looking at the files it seems most of the music in BR is definitely not "Redbook Audio" quality. Most of them are only 22500hz which is also the sample rate for speech used in the game.
The sample rate's probably low to reduce the CPU workload. There are however some 44000hz (RedBook) songs in there. They seem to be only used for non CPU intensive areas (Menus, Title screen, etc).
Thanks.
But if anyone wants to do it, it would be more than welcome for the whole community!
I need to finish the model converter I promised and continue working on the engine for a long overdue update.
Edit : Just added an image of PCM-ADPCM CPU overhead. Note that playing small sounds from memory is less expensive since you don't need to transfer data from the CD, but it still requires DMA and hogs the B-Bus.
I know this table data.
But I have a doubt. The overhead are for 1x SH2, for 2x. For the M68000? For all?
And more. The formula use it to calculate this value % is this: R = (100 X Ttask) / Tplay
Whit this, really not know, which CPU refer, or quantity of cycles used for DMA transfers or decompress the ADPCM data... And another doubt is, use it DMA transfers via SCU or directly SH2 to 68EC000 or SCSP. Or both.
Last. ADX form CRI, is possible better implementation of ADPCM for SS. Burning Rangers or Deep Fear, play BGM all time, and use it also for speech or dialogues. I don’t know if is possible play more than one stream or more, play directly from RAM and mix "like" PSX. I cant find the SS library functions form ADX in the web.
Greetings!
Corvusd is definitely right. The data chart doesn't really do a good job at explaining what's happening to what.
Although I assume when it refers to CPU overhead it refers to the M68000. This is just a guess though.