Right now, the class uses a byte array and loads a wave file in a specific manner for specific bit depths.
I'd like to use floats (or shorts) as an intermediate format for kit files instead of directly converted data to allow sample operations to be more precise. Generating the actual rom bank data would either be used for playback or saving.
This is a part of a pipeline I'd like to progressively implement in LSDPatcher so we will be able to decouple parts of the conversion process (dithering, downsampling, bitcrushing, etc...) to offer alternatives to have a better handle on how the sample sounds in LSDj.
Right now, the class uses a byte array and loads a wave file in a specific manner for specific bit depths.
I'd like to use floats (or shorts) as an intermediate format for kit files instead of directly converted data to allow sample operations to be more precise. Generating the actual rom bank data would either be used for playback or saving.
This is a part of a pipeline I'd like to progressively implement in LSDPatcher so we will be able to decouple parts of the conversion process (dithering, downsampling, bitcrushing, etc...) to offer alternatives to have a better handle on how the sample sounds in LSDj.