PS1 sample rate and audio formats, explained
"What sample rate did the PS1 use?" has more than one answer. The console's output was CD quality, but the instruments inside it usually weren't, the reverb ran at half rate, and streamed music used rates of its own. Here's each one, the formats games stored them in, and what that means if you want the sound.
By Aiden Shihadeh, developer of simpleSPU · Published 23 October 2026
Quick answer
| Output | 44.1 kHz, 16-bit stereo |
|---|---|
| Instrument samples | Any rate the game chose, usually well below 44.1 kHz to fit in 512 KB |
| Reverb | 22.05 kHz, half the output rate |
| XA streamed audio | 37.8 kHz or 18.9 kHz, mono or stereo, 4-bit ADPCM |
| CD audio tracks | 44.1 kHz, 16-bit, like any music CD |
| Sample format | SPU-ADPCM: 28 samples in each 16-byte block, about 3.5 times smaller than 16-bit audio |
| File types | VAG (one sample), VAB (instrument bank), SEQ/SEP (sequences), XA and STR (streams) |
simpleSPU recreates the PS1 sound chip's sampler and reverb. 14-day free trial. Try it free
Your 14 free days start when you open it. Keep both plugins for
£19.99 £29.99 until 30 November.Keep both plugins for £29.99.
Every PS1 sample rate in one table
A PS1 game could play audio four ways, and each has its own rate. The figures come from the psx-spx hardware reference.
| Audio | Sample rate | Format |
|---|---|---|
| Sound chip output (everything mixed) | 44.1 kHz | 16-bit stereo |
| Sequenced instruments | Chosen per sample, often 11 to 22 kHz | 4-bit SPU-ADPCM, in sound RAM |
| Reverb | 22.05 kHz | 16-bit, in sound RAM |
| XA streams | 37.8 kHz or 18.9 kHz | 4-bit XA-ADPCM, streamed from the disc |
| CD audio tracks | 44.1 kHz | 16-bit stereo, uncompressed |
So PS1 audio was CD quality at the output, but the sequenced music that gives the console its sound was built from samples at much lower rates.
Why instrument samples were low rate
Every instrument in a scene shared 512 KB of sound memory with the reverb, and the first 4 KB was reserved. Here's roughly how much sound fits in the rest, with the reverb off:
| Sample rate | Total sound in 508 KB |
|---|---|
| 44.1 kHz | about 20 seconds |
| 22.05 kHz | about 41 seconds |
| 11.025 kHz | about 82 seconds |
That's for every instrument at once, not each one. A Hall reverb takes another 43 KB. So composers recorded instruments at lower rates, kept them short, and looped a small section for sustained notes. Bright sounds such as cymbals were often kept at higher rates, and dull ones such as bass much lower.
Because the chip changes pitch by playing a sample faster or slower, any sample rate works. A 22.05 kHz sample is simply played at half speed for its original pitch. Played above 44.1 kHz it starts skipping samples, so very high notes get rougher.
How PS1 ADPCM works
The SPU can only play samples compressed in its own ADPCM format. Each 16-byte block holds:
- One byte of header, choosing one of five prediction filters and a volume shift for the block.
- One byte of flags, marking loop start and loop end.
- Fourteen bytes of data: 28 samples as 4-bit numbers. Each one says how far the next sample is from what the filter predicted from the previous two.
Twenty-eight 16-bit samples would take 56 bytes, so that's about 3.5 to 1. The cost is a faint noise that follows the signal: hard to hear on loud, busy sounds, more audible on quiet pads and long decays. That grain, plus the chip's Gaussian interpolation softening the top end, is a large part of the PS1's texture. XA streams use the same compression with the data arranged differently.
PS1 audio file formats
Sony's development tools stored audio in a handful of formats you'll see in game files and rips:
| Format | What it holds |
|---|---|
| VAG | One ADPCM sample, such as a single instrument or sound effect |
| VAB (or VH + VB) | An instrument bank: the samples plus how to map them across keys, with envelopes and volumes. The PS1's version of a SoundFont. |
| SEQ and SEP | Sequences: the notes, like a MIDI file. SEP packs several songs together. |
| XA | Streamed ADPCM audio, often several tracks interleaved so the game can switch between them |
| STR | Video, with its sound stored as XA audio |
| PSF | Not a Sony format: a community rip format that packs a game's sound code and data so a player can play the original music |
To listen to PSF rips, use a PSF player such as the foo_psf plugin for foobar2000. To turn a game's SEQ and VAB files into MIDI and a SoundFont, use VGMTrans, as covered in PS1 SoundFonts. jPSXdec extracts XA and STR audio as WAV files. Ripped audio belongs to the game's publisher, so it's fine for study and practice, not for music you release.
Getting the sound in your DAW
You don't need real PS1 files to get the sound. Copy the sample rates instead:
- Resample your instruments to 22.05 kHz, or 11.025 kHz for basses and soft pads, before they go into your sampler.
- Add a little grain with a gentle bitcrusher (10 to 12 bits), rather than crushing the whole mix.
- Soften the top with a low-pass filter around 8 to 12 kHz on each instrument.
- Leave the master at 44.1 kHz. The PS1's output was clean. Only the samples and the reverb were low rate.
Or use simpleSPU, which stores its samples as real 4-bit ADPCM and plays them with the chip's Gaussian interpolation and half-rate reverb. Its Crush knob pushes the ADPCM grain further. The full method is in how to make PS1-style music.
Common questions
Was PS1 audio CD quality?
The output was: 16-bit stereo at 44.1 kHz. CD audio tracks were full quality too. Sequenced music was built from compressed samples at lower rates, so it wasn't, even though it came out of a CD-quality mixer.
What bit depth did the PS1 use?
16-bit for the output, the reverb and CD audio. Samples were stored as 4-bit ADPCM and decoded to 16-bit as they played.
What sample rate is XA audio?
37.8 kHz or 18.9 kHz, in mono or stereo. The lower rate let a disc fit more streams, such as dialogue, side by side.
Did the N64 have a higher sample rate than the PS1?
Usually lower. N64 games chose their own output rate, and many ran well below 44.1 kHz. See PS1 vs N64 audio.