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2 posts tagged with "Audio"

Audio asset workflow, runtime playback, and content integration.

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PS1 Performance: Graphics, Animation, and Sound

As I brought graphics, scripts, collision, animation, and audio together in Polygon Engine, I needed to look at the work they perform as a whole. Counting a scene's polygons helps explain part of that workload, but leaves out many operations needed to run the game.

Even a small room can contain scripts running continuously, animated objects, lights, and several active sounds. Some surfaces may also overlap and cover much of the screen. To decide what to optimize, I needed to understand the cost of each system and how those costs add up.

Loading Scenes and Music from CD-ROM

While working on scene loading in Polygon Engine, CD-ROM access was one of the clearest differences from development for a current desktop computer. The disc provides much more storage than PS1 RAM, but data must be read and prepared before the game can use it. Drive speed and file placement both affect that time.

This also affects game transitions. Before entering another area, I need to decide which assets will be loaded, what appears during the wait, and what happens to the music. Implementing that flow meant considering data loading and disc playback together.