QUOTE(yourtallness @ Jan 20 2003 - 03:04 PM)
PSX MC sure crashes a lot...
And what's the deal with the music sequences being converted to midi?

One of the semi-standard music formats used by PSX games is SEQ format, which is basically a sequence of notes and commands, usually bundled with the necessary samples in VAB or XA format or something like that.
If you want something you can encode, you might be better off messing with ePSXe and Eternal SPU. With that, you can enable the real-time configuration dialog and record SPU data to a log, which will contain the initial SPU RAM contents as well as timestamped register writes until you hit the stop button. The log will be lost if you stop the emulator before stopping the recording.
At this point in time, there is no SPU player capable of logging the digital output, but I intend to write one by exploiting the SPUAsync API, through which the plug-in only generates X number of samples when the emulator actually calls the plug-in for them, rather than plug-in synchronously feeding samples to Waveout or DirectSound.
Crap, SPUasync just regulates the sample generation by SPU cycles. I'll have to ask around about actually getting the sample output myself, other than using )!@#(! TotalRecorder.
Yay, found what I needed from the handy documents over at PSX Alternative. SPUrender, which fills a buffer with as many samples as I request. Hopefully, the audio output class won't be trying to initialize DirectSound without a reason, because SPUasync mode won't play any samples until I call SPUasync with something.