Previous Page | Next Page

by logan28469 at 7:58 PM EST on November 26, 2011
Wait, does 3D Land have orchestrated music like SMG?
Because I thought it was going to be sequenced.
by bxaimc at 11:41 PM EST on November 26, 2011
it uses both streams and seqs
by starerik at 7:24 PM EST on November 28, 2011
"Streams are annoyingly large and lack the dynamics that can be put in in sequenced.(Although Mario Galaxy and Mario Kart uses streams quite well dynamically.)"

The music in Skyward Sword is crazy dynamic. The bazaar alone has 6 versions that cross-fade.

edited 7:26 PM EST November 28, 2011
by SmartOne at 9:48 PM EST on November 28, 2011
Sequences are potentially more dynamic than streams.
by hcs at 11:03 PM EST on November 28, 2011
And you still have a lot more space on a big dual layer optical disc than on a 3DS cartridge, at least for a little while.
by Chupperson Weird at 2:56 AM EST on November 30, 2011
Is Skyward Sword's bazaar music streamed? I mean, it even changes tempos and that seems like it would be pretty difficult to stream, not to mention those are totally not live instruments.

edited 2:57 AM EST November 30, 2011
by Droolie at 7:22 PM EST on November 30, 2011
For Skyward Sword, the bazaar's music is sequenced, as are a lot of other tracks, to make them more dynamic. I would know as I've been busy ripping the game since 11/11/11. :P
by Lunar at 10:56 AM EST on December 2, 2011
it's not Nintendo's sound drivers that are at fault, it's simply the kinds of instrumental patches they decide to use in their games. usually simplistic dated-sounding rompler patches. some of them are great IMO, but for sure, they're not usually AAA+ hollywood samples.

besides if real instruments need to be recorded it doesn't make much sense to stick with a sequenced format -- better off just bouncing songs to audio and implementing them as streams instead.

also consider that the more you ask a sequenced audio driver to do (in terms of velocity layers, round robbins, basically massive numbers of samples, then audio DSP etc. which are used in full audio production) the more console CPU, RAM and cartridge storage is required - way more than is currently feasible to use on audio. there could come a time in future where sequences can do everything streams can because the sequenced formats are sophisticated enough to do all the things audio production software offers (think an FLstudio driver running in the background of a game), but the only real benefit of that would be to take advantage of the flexibility of music while it's stored as notation as you mentioned... tempo changes, fading of specific sound channels, dynamic stuff etc. other than that it's just not worthwhile or practical, and streams are more convenient and reach the same ends for the most part.

so i suppose what you're really asking for from Nintendo is for them to produce more soundtracks with exclusively streamed music and thus higher fidelity audio. i don't disagree - their streamed soundtracks are great - but i don't think they'll ever really abandon their trademark kitchyness and retro sounds for hollywood stringz. that sound is what they've been trading off of for decades. and i think that's also why they've been able to get away with using sequenced formats for so long - they can achieve the sort of music they want without having to use a lot of disc space.

tldr :(
by Dutchie at 12:19 PM EST on December 2, 2011
@lunar, your idea makes sense, but ''an FLstudio driver running in the background'' is going to take awhile before thats possible O.o
fl studio will eat away half of the CPU/RAM, than its just the matter of wath kind of music it is, mario songs dont use must effects etc, but if you're talking about f zero gx music, thats just not going to happen [would be great tho]
by Chupperson Weird at 3:43 AM EST on December 5, 2011
Fruity Loops is hardly the industry standard in the first place. You wouldn't want something so RAM-heavy running in a game when you could write a better effects engine (or create custom-tailored samples) to do just what you need. Anyway there's no reason they need to keep using terrible samples, although better ones have more pieces and more math to do to figure out how to make it sound realistic.
Koji Kondo (and the people on his team) deserves a medal for the dynamic music in the Mario and Zelda games though. I wish more games would take the cue to make the music an interactive part of the game. It adds an often-overlooked element that really adds one more immersion layer in games.

Previous Page | Next Page
Go to Page 0 1 2

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source