The Wii's Music is a bit complicated...

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Dublincalif

Dublincalif

Күн бұрын

A deep dive on how music's made and played on the Nintendo Wii. We'll be looking at different ways music can played back, how different music/audio related features work, and some examples of games using the system's tools creatively.
Corrections & Clarifications:
1. 3:12, although PCM itself isn't compressed, the option between the 3 formats is referred to as "compression format" in the SDK. But referring to PCM as a "compression format" outside of that context is indeed incorrect.
2. 18:07, "CPU" may be misleading here, as the processing was done on a custom DSP microprocessor and not the Wii's main CPU.
3. 19:24, this list of supported game is incomplete, and there seems to be more than just a "handful" of supported titles.
4. 20:11, rippers such as "PieJee1" likely didn't choose to rip with this method just for effect accuracy alone. Methods commonly used today didn't exist, or were less accessible at the time.
Chapters:
0:00 - Introduction
2:12 - Streamed Music
6:33 - Sequenced Music
12:49 - Mega Man 9 & 10
15:14 - Pokemon Rumble
16:54 - DSP
21:43 - Closing
John 6 37

Пікірлер: 459
@PieJee1
@PieJee1 Ай бұрын
Funny to see my AC: CF playlist in a youtube movie ^_^
@PieJee1
@PieJee1 Ай бұрын
As for your remarks about zeroing all sound effects and record without sounds: this was the case for gamecube games where only one *.aw contained the instrument sounds. For brsar all sounds were played by rseq. Often they were rseq files with one note playing. Rseq was not reverse engineered yet, but changing all notes data to value 255 stopped the sounds. rseq files contain labels, so i could easily find out which one contained sound effects. Animal Crossing contained more than 10000 rseq files so i had to write a script for modifying the brsar to only play songs back then
@TangyGuest1
@TangyGuest1 29 күн бұрын
Wow, surprised to see you're still around
@EggwonREAL
@EggwonREAL 19 күн бұрын
You're the goat, I've downloaded so many CF songs from your channel, so ty!!
@CaptainDampe
@CaptainDampe 15 күн бұрын
Been listening to Super KK Slider soundtrack for 15 years now... wild...
@NynnaOnYT
@NynnaOnYT 8 күн бұрын
A
@ThatGadgetMatt
@ThatGadgetMatt Ай бұрын
“Are you able to hear this?” ..silence..
@zapoww
@zapoww Ай бұрын
I can hear it hehe
@josebach02
@josebach02 Ай бұрын
@@zapowwsame
@thomario8638
@thomario8638 Ай бұрын
Maybe it does play something but our ears are just built differently. Gonna ask my dog if he can hear it.
@kingdededelicious
@kingdededelicious Ай бұрын
I'm blaming it on my phone
@theburntcrumpet8371
@theburntcrumpet8371 Ай бұрын
It felt tingly
@champagnesupernova1839
@champagnesupernova1839 Ай бұрын
"...losing this range of frequencies:" *[SCREAMING BUG SOUND]*
@shan8130
@shan8130 22 күн бұрын
oh no, my hearing really is bad isn’t it?
@champagnesupernova1839
@champagnesupernova1839 22 күн бұрын
@@shan8130 could also just be low quality speaker systems
@Jackenn_Cooper
@Jackenn_Cooper 22 күн бұрын
​@@champagnesupernova1839 Yeah! Yeah... Let's uh, let's go with that.
@marinellovragovic1207
@marinellovragovic1207 21 күн бұрын
​@@champagnesupernova1839...On what device have you watched this video on? KZfaq usually has a frequency cutoff around that area. In fact, the video had no audio output at that moment for me using the KZfaq app. How did you hear that?
@link_team3855
@link_team3855 21 күн бұрын
​@@champagnesupernova1839 yeag im not surprised my phone cant do *usually* out of range frequencies
@tehrobotjesus
@tehrobotjesus Ай бұрын
Nitpick, but the frequencies aren't in *thousands* of kHz. The k means thousand already, so you'd be up in the MHz range.
@dublincalif
@dublincalif Ай бұрын
Despite me being aware of this common mistake in the past, I can't seem to stop making it myself
@tehrobotjesus
@tehrobotjesus Ай бұрын
@@dublincalif we all knew what you meant. I just want to look smart on the internet.
@LandonEmma
@LandonEmma Ай бұрын
Yeah
@unicodefox
@unicodefox Ай бұрын
and also PCM isn't a compression scheme. It's just a way of storing an analog signal in a digital file
@FroobTubeLIVE
@FroobTubeLIVE Ай бұрын
@@tehrobotjesus Me, too :/
@Jazar77
@Jazar77 9 ай бұрын
Woahhh the guy whos piano covers I play made an actual video!! Will definitely look forward to watching more videos like this
@willowgamesnstuff
@willowgamesnstuff Ай бұрын
mood
@KendallMcIntosh128
@KendallMcIntosh128 Ай бұрын
A little bit of extra history/trivia -- you briefly touched on Super Smash Bros Brawl using BRSTMs. Music replacement was really big really early in SSBB's hacking days, which is why the BrawlBRSTMs KZfaq channel got so big, and why their 30-minute extension format became so iconic for game music uploads on KZfaq -- they made it that long so that anyone seeking to replace music in Brawl wouldn't have to futz around with figuring out the correct loop point for what they're converting to BRSTM.
@Wryyyong
@Wryyyong Ай бұрын
That's not the reason why the videos were made that long. All of the 30-minute long videos of music posted on BrawlBRSTMs were effectively previews of pre-made BRSTMs hosted on the website "Smash Custom Music" (formerly known as "Brawl Custom Music"), a site originally ran by the same person who ran the BrawlBRSTMs channel on KZfaq: Segtendo. Each song hosted on this site was made available to download as a BRSTM (in addition to several other audio formats commonly-used by games) with their loop points and other metadata already written in the file. Each video on the channel featured a link to the song's respective page on the website in their descriptions.
@TavinFoster
@TavinFoster Ай бұрын
Do any of you guys know the music being played at 6:35 ?
@Diddz
@Diddz 18 күн бұрын
the music was also available on their website directly as a brstm with correct loops
@SusiTerry
@SusiTerry Ай бұрын
City folk's title screen was streamed at 44.1khz and I think the gamecube had some 48khz music in the service disc and some unused tracks in sonic mega collection
@kitterbug
@kitterbug 23 күн бұрын
super monkey ball's music is 48khz
@linusolssonmusic
@linusolssonmusic Ай бұрын
I personally can never overstate how much I appreciate someone like you who actually does the needed research on console's audio specs and functionalities. Rather than the laughable latter half of people who bluntly assumes and mislead with "MIDI this and Soundfont that" and thinks that's the "only formats that's ever existed." Thank you so much for making this video and thank you for reading in on the topic unlike everyone else. (Everyone else who just reads the first sentence on Wikipedia.)
@Grubman2000
@Grubman2000 Ай бұрын
I get more annoyed than I should at people saying theyre looking for a soundfont for a ds game as if that exists
@user-lr7cc8iu3m
@user-lr7cc8iu3m 28 күн бұрын
what's with the soundfont hate? I always used this one program to rip ds games music and stuff and they came out as soundfonts
@Blueyzachary
@Blueyzachary 26 күн бұрын
@@user-lr7cc8iu3myeah I’ve done that a few times
@triPixel
@triPixel 21 күн бұрын
@@user-lr7cc8iu3m if you mean VGMTrans, it *converts* to midi and dls the best it can, but the actual ds sound data is stored in a different format that's only mostly compatible
@Wryyyong
@Wryyyong 18 күн бұрын
@@user-lr7cc8iu3m It is important to note that the data is not stored as MIDI data and SF2 soundfonts internally. What you get from using such tools is merely an attempt to _convert_ the SEQ and sample data into more common and easily-manipulatable formats. However, due to the differences in native capabilities between the formats, the conversion is almost never completely perfect/faithful; examples of this can be inaccuracies in the volume of certain tracks or instruments, or missing DSP effects. If you're looking for for faithful playback of sequenced NDS audio, then you may want to look into the 2SF and NCSF formats instead.
@dinysk8
@dinysk8 Ай бұрын
The beginning of the Wii sports resort options menu can be heard if you go into the player change list and leave or wait long enough for it to loop.
@dublincalif
@dublincalif Ай бұрын
Leaving "Change Player List" back into the options will play the options half of "STM_TITLE_RET.brstm" from the beginning, which skips the short intro section present in "STM_TITLE.brstm" that I showed in this video. Loop points in both are also past the intro.
@dinysk8
@dinysk8 Ай бұрын
@@dublincalif I may have misremembered it ._.
@jamnnjelly3102
@jamnnjelly3102 9 ай бұрын
I LIVE for sequenced songs, I don't know why they're so fascinating to me. Thank you for making this video!
@Roxor128
@Roxor128 Ай бұрын
They're basically tracker modules, except split up. The Mod Archive has thousands of original ones.
@TheYoshieMaster
@TheYoshieMaster 21 күн бұрын
Have you seen Ahoy's video on tracker music? If not, I think you'd like it.
@Roxor128
@Roxor128 21 күн бұрын
@@TheYoshieMaster Oh, yeah. That's a good one. I'll second the recommendation!
@MarioLuigi0404
@MarioLuigi0404 Ай бұрын
2:50 worth noting that on mobile, sounds above like 15khz are cut off by the KZfaq app/phone. So not hearing it here doesn’t necessarily mean you can’t hear that frequency.
@dublincalif
@dublincalif Ай бұрын
I played the 16kHz+ example from this video on the KZfaq app out of my phone speakers into my microphone, and it was able to be picked up fully up to 20kHz imgur.com/a/FQn5Aw9 Not to say there couldn't be some case where that happens.
@Goddot
@Goddot Ай бұрын
I felt some pressure from my headset on my ears but didn't hear a thing
@juniaraujo
@juniaraujo Ай бұрын
Eu lamento lhe dizer, mas o problema não é com o app não. Eu consegui ouvir claramente a frequência. Pode ser que alguns telefones, muito dificilmente, não reproduzam, mas o app do KZfaq entrega sim a reprodução.
@user-sus6969
@user-sus6969 27 күн бұрын
​@@dublincalifThis link was deleted and may not be accessed
@StarlightLumi
@StarlightLumi 23 күн бұрын
Dang, just last year I could still hear 17.5khz. Don’t even listen to music anymore, seems strange I can’t hear above 16khz anymore. Aging sucks.
@kipper1668
@kipper1668 29 күн бұрын
It was actually super surprising to hear that this was the first video of this kind that you've made, it was super well-written, edited, and presented, and very interesting! You definitely have a knack for this and we would love to see more!
@MitchellBowser
@MitchellBowser 23 күн бұрын
agree!!
@Meatball132
@Meatball132 Ай бұрын
I mod Wii games, so I didn't really learn anything here, but I was very pleasantly surprised that you actually knew what you were talking about. Like, I expected an extremely broad video that was like "they used BRSTM files and sometimes they have multiple tracks lol isn't that cool" but this is genuinely a good overview of the NintendoWare audio pipeline. Wish there was more stuff on KZfaq like this.
@AboodXD
@AboodXD 25 күн бұрын
I should clarify that this is exactly how music works on every Nintendo console that came afterwards: 3DS, Wii U and Switch. They kept reusing NintendoWare. Also, the DSP is a hardware feature (which all of the aforementioned consoles have). It has nothing to do with NintendoWare itself.
@ArneChristianRosenfeldt
@ArneChristianRosenfeldt 23 күн бұрын
Google says that the GameCube had a DSP, but Wii does not?
@AboodXD
@AboodXD 23 күн бұрын
@@ArneChristianRosenfeldt nope. GameCube, Wii, 3DS, Wii U and Switch all have DSPs, and all of them use the same ADPCM encoding.
@johnmoser3594
@johnmoser3594 23 күн бұрын
PCM isn't compressed. It's plain sampled amplitudes. ADPCM uses differentials rather than absolute amplitudes. Interesting that they didn't provide FLAC (the library is BSD licensed) and Ogg Vorbis. FLAC would cut audio size approximately in half. A more modern approach could include software or hardware synthesis, with FM and some analog synthesis modeling being pretty lightweight, while physical modeling is extremely computationally-intensive.
@danielschenk91
@danielschenk91 19 күн бұрын
I was looking for a comment about PCM not being compression :) Those compression formats you mentioned would probably use considerably more CPU or require dedicated extra hardware, maybe that’s the reason they didn’t include them?
@johnmoser3594
@johnmoser3594 19 күн бұрын
@@danielschenk91 Short consideration: the real-time synthesis is also computationally costly, and the below about cache considerations applies. Long consideration: Decompression is generally faster than compression, and with FLAC it's like 50-ish CPU cycles per sample, so maybe 2.5 million cycles, so maybe 0.32%. That comes alongside disc and flash access times (which create interrupts) and storage in memory. Reading across uncompressed PCM audio consumes more CPU cache and triggers more cache misses, which are expensive (they can be hundreds of CPU cycles to service). Reading across compressed audio like FLAC and decoding into a ring buffer is nicer for CPU cache and so can increase the amount of work the CPU can do in total. This is also an issue with binary trees vs. hash tables vs. arrays, and other considerations when programming where doing more computations can actually be faster because the CPU stalls less often. Be mindful, a cache line is 64 bytes, which is 2/3 of a millisecond of uncompressed audio, so with a 50% compression ratio streaming 20ms chunks of audio you're crossing either 30 (uncompressed) or 15 (compressed) cache lines-if the working memory for the decompressor stays at the same address to avoid more cache invalidation, of course. Increasing the size of the buffered audio stream doesn't increase the working memory needed for decompressing. Point is you gain some processing power from avoiding cache misses, and lose some processing power from doing decoding computations.
@danielschenk91
@danielschenk91 19 күн бұрын
@@johnmoser3594 Very interesting stuff!
@PlayersPurity
@PlayersPurity Ай бұрын
Mario Kart Wii's title and main menu themes are found as wave format and the wifi + all the Mario Kart Channel themes are sequence music inside the game's BRSAR. There are also unused options menu instruments only, but those go unused as they decided to make it a BRSTM instead.
@JohnP55
@JohnP55 19 күн бұрын
The option instruments aren’t unused, the Options menu in the Mario Kart channel uses them.
@PlayersPurity
@PlayersPurity 19 күн бұрын
@@JohnP55 They are unused, MKC uses different ones.
@JohnP55
@JohnP55 19 күн бұрын
@@PlayersPurityYes, it’s a different BRSAR, but they’re the same samples.
@haydenbicky9690
@haydenbicky9690 23 күн бұрын
I'm only 7 minutes in and this video is mind blowingly high quality. Like these animations around the waveform and muted colors are the perfect selection for highlighting the snippets of audio as you're talking about them. Instant subscriber!
@Heboyi
@Heboyi Ай бұрын
This might be the best video I've seen about how video game music works. Really good job
@hiagogames
@hiagogames Ай бұрын
I did NOT expect siivagunner to show up here Now im interested, time to make my own high quality rips
@mps64
@mps64 9 ай бұрын
This video is amazing, dude. Love your piano covers to bits, and it's such a blessing hearing you gush about how the Wii stores its sounds. Can't wait to see more stuff like this!
@JbN404
@JbN404 9 ай бұрын
I didn't expect such a kind of video coming from you (I don't mean that in a negative way), but it was very interesting to watch. I really enjoy music analysis videos so thank you for making one too and putting so much effort into it. Now, I may not be the best at understanding what all the different files or file types do, but I did learn at least a bit more about them from you explaining them. Looking forward to more stuff like this! :)
@wackaducky
@wackaducky 20 күн бұрын
You have a very good voice for these kinds of videos. I don’t think I understood even half of what you were talking about, yet I still felt compelled to listen through in its entirety
@NateTheMeh
@NateTheMeh Ай бұрын
Insanely well crafted video. Keep up the great work!
@NVUSAttitude
@NVUSAttitude 10 күн бұрын
please do more of these. i LOVE deep dives in obscure/rarely talked about technologies
@pie2these
@pie2these 29 күн бұрын
Thanks for the interesting video! I would've liked to hear short examples of the effects you talked about in greater depth/the ones that caused issues, but I realize that might have been a lot of work. When you did do it I felt like I fully understood the effect/problem. Hope more people see this video!
@DaVince21
@DaVince21 Ай бұрын
I got recommended your latest video, and then I found this one. Peak content, very informative, love that you tread into this much detail. Also, sequenced music my beloved.
@milohdd
@milohdd 25 күн бұрын
I think its a shame that the modern age of terabyte harddrives has resulted in games no longer bothering to optimise things like music, especially when it actually lets you do super cool stuff you just don't see anymore, like in monkey island where the tracks seamlessly intertwine as you go from room to room
@CreepyboomGamer
@CreepyboomGamer 21 күн бұрын
You can still do things like that. The game Balatro, an indie game which released earlier this year, has one song play throughout which cycles through different versions with different instruments. It’s more a case of people not bothering to implement cool transitions in music than a case of being unable to do so
@MrPandabros
@MrPandabros 13 күн бұрын
Plenty, I would say almost all modern games have fully dynamic and interactive music systems that go far beyond simply transitioning the music, I encourage you to pay attention more when you play.
@kitfagan2027
@kitfagan2027 2 күн бұрын
You can and do get smooth audio transitions in modern games, it isn't some lost technique. The modern Doom games handle this when transitioning in and out of combat.
@bigtub1101
@bigtub1101 Ай бұрын
This is the kind of content I dream about! I’ve never seen your other videos but I love technical videos about games!
@loficampingguy9664
@loficampingguy9664 18 күн бұрын
I've never found video game music super interesting (as in how it works, there are soooo many good soundtracks I adore) but this is such a good video I was interested all the way through. Very nice explanation!
@Roebey
@Roebey Ай бұрын
this is super great! I'd love to see more stuff like this, keep up the good work!
@mr._magicman
@mr._magicman Ай бұрын
man i've been watching you for years now, and this new style of content is great!! love it. keep it up
@SSL26
@SSL26 25 күн бұрын
Yo. This was great man. Would love to see more like it. Your approach is great
@SebastianHasch
@SebastianHasch 22 күн бұрын
I may have also played around with Wii sound files and seeing you talk about it just makes me happy, good luck to you ✌️
@xeriox16
@xeriox16 9 ай бұрын
You did such a great work ! Please make other videos like that !
@dappercrab4243
@dappercrab4243 18 күн бұрын
Wow I really enjoyed this video! I'm happy to see you branch out your content!!
@richtercl98
@richtercl98 15 күн бұрын
such a great video! Specially loved the technical details and the quality of the speaking, keep going!
@naomi9606
@naomi9606 24 күн бұрын
the technical complexity behind video game music is fascinating, and that’s before we even start talking about the music theory behind it. this video is great! thanks for researching and created awesome visuals.
@DE23
@DE23 Ай бұрын
Ok wow this is a well researched video
@verysmallpingu5487
@verysmallpingu5487 26 күн бұрын
First video? It's such a good researched and explained video. I enjoyed it a lot.
@ig2933
@ig2933 22 күн бұрын
I cannot believe how in depth this video was...way more information than I ever thought I'd learn about this 😂 great job!
@middleofsomecalibrations
@middleofsomecalibrations Ай бұрын
Very fascinating breakdown of the Wii's aural interior! Keep up the good work, mate.
@zaggiiee
@zaggiiee 15 күн бұрын
Genuinely fantastic video, I would love to see more like this.
@Die-Coughman
@Die-Coughman Ай бұрын
This was an incredibly interesting video. Got me in the mood to give ripping Wii Fit Plus songs another shot. Also i find that your voice is perfect for this kind of content.
@SleepyOwlFilmsVT
@SleepyOwlFilmsVT 23 күн бұрын
Amazing work, please do more of these!
@ello-olle
@ello-olle 20 күн бұрын
I love this type of video!! It reminds me of scruffy’s style of content - not in a bad way, it’s hard to find such entertaining well edited videos explaining topics like these. Much love from someone who’s watched your older videos for a pretty long time, now :)
@JazawaToad
@JazawaToad 17 күн бұрын
Great video, I enjoyed learning more of the science behind BRSTMs, as I used to convert songs to that format for Smash Bros Brawl / Project M back in the day for fun. Also, I love that you sampled the soundtrack from Fluidity in the background, I adore that game.
@Prod_by_proto
@Prod_by_proto 18 күн бұрын
If you like music that changes dynamically with gameplay, try looking for a game that uses FMOD. it's an adaptive music engine that mostly uses streamed audio, but it also supports sequences. If you didn't know, celeste uses FMOD, and there's even a publicly available download for celeste's FMOD project. Celeste uses both streamed and sequenced, and there's also live processing. you can hear the sequences when you're in a room that has "cassette blocks", which are pink and blue blocks that toggle their collisions to the beat. you can tell it's sequenced because it pauses for a bit when you die, for it to then start playing once it's synced to the blocks after respawning. the most notable example of processing would probably be in chapter 9, where a screen ends up being longer than you were lead to believe, and in that part of the screen where you have a bunch of anxiety inducing unexpected gameplay, a lowpass filter kicks in
@pinguferrari
@pinguferrari 24 күн бұрын
Thank you for making a great video on such an underrated subject!
@henryseitz3681
@henryseitz3681 14 күн бұрын
This video was fire dude please don't stop making content like this
@twentysixbit
@twentysixbit 16 сағат бұрын
Your explanation of Streamed music just helped me shave off hundreds of megabytes of memory use on my own game. Thanks!
@Karukami1
@Karukami1 4 күн бұрын
This was very insightful, thanks for uploading!
@JarrydHall
@JarrydHall 18 күн бұрын
Great video. Appreciate the technical knowledge share, even if some of the details were a little off, I hugely appreciated this!
@MrPandabros
@MrPandabros 13 күн бұрын
I'm a video game audio engineer myself, and this was a great video. One thing I will say is that modern audio middleware allows for full dynamic and interactive systems- the benefit of sequencers has diminished with the exception of file size and player generated content
@fatherlyalot4255
@fatherlyalot4255 22 күн бұрын
HOLY CRAP!! WAIT!! I watched this whole video and didnt realize it was YOU until the end!! Amazing vid, man! If you enjoy it, keep it up! Huge props :)) hope you're doing well
@MccDann
@MccDann 25 күн бұрын
Such a fascinating video, amazing job!
@saladplainzone
@saladplainzone Ай бұрын
As someone who has been obsessed with this stuff for years, this is such a good video, I love it so much, even down to the tiny tidbits like pointing out how SPM is in 22.05k (aside from a couple songs for some reason). I remember when it was super hard to rip modern sequenced nintendo music (B*SEQ) and I'd just wonder what the heck was going on with them, lol. I remember messing around with a really old command line tool to concert brseqs from the photo channel to midis and just listening to them for hours I feel like sequenced music is a lost art in a lot of modern games, the only games I can think of in recent memory are the warioware games. I think there's some indie outliers too (including maybe something I'd like to do myself in the future...) Anyway, really good video! Instant sub, glad this got recommended to me
@GigaChad_169
@GigaChad_169 29 күн бұрын
Great job! This was a fun watch.
@ghostspark.
@ghostspark. 17 күн бұрын
The amount of time and effort put into this video is insane. I really enjoy things like this so thank you :)
@Reagan_Miller
@Reagan_Miller 23 күн бұрын
Amazing content bro! Im a huge music guy, and this was awsome. Ive been messing with soundphonts and its so fun!
@Valista_
@Valista_ 14 күн бұрын
That was fascinating, would love to watch more
@robotortoise
@robotortoise 26 күн бұрын
Oh rhis is absolutely fantastic! I thought this was going to be super basic and dismissive like "did you know the Wii used MIDI?!!!" but it's awesome seeing specifics as well as actual examples of the dev kits and tools they used. The editing is also super sharp!
@almondsanimated
@almondsanimated 29 күн бұрын
i was expecting to see atleast 200k views on this, but when i saw 30k i was shocked! this video is well thought and explained, and the visuals are wonderful. thanks so much for this, i learned a lot and it held my attention!
@ne0arrow
@ne0arrow 9 ай бұрын
Oh my gosh an analysis video!? I am literally shivering in me timbers!
@time_pug
@time_pug 26 күн бұрын
The editing is top tier!
@ShiroKage009
@ShiroKage009 13 күн бұрын
The amount of care put into the Wii's OS and interface was unprecedented.
@DeeFeeCee
@DeeFeeCee 9 ай бұрын
Would love to see a playlist dedicated to content like this! Btw, your voice is vaaaguely reminiscent of one of the narrators on How It's Made. Also, show Nintendo who really owns the intellectual property! Take that!
@rockstar745896
@rockstar745896 21 күн бұрын
That was very educational, thank you. You reference songs all throughout the video though that I wish you had showed examples of. Like when talking about sequence music you mention the live orchestra in galaxy. That would have been neat to hear the example you were referencing.
@user-fn7rm9ix2s
@user-fn7rm9ix2s 22 күн бұрын
Excellent video, very interesting. Thank you for sharing with us
@DarkonFullPower
@DarkonFullPower Ай бұрын
2:47 Note for KZfaq mobile users. Mobile caps sound at 15-16khz, so anything above that cannot be heard. Play the video on PC to hear it.
@dublincalif
@dublincalif Ай бұрын
(copied reply to similar comment) I played the 16kHz+ example from this video on the KZfaq app out of my phone speakers into my microphone, and it was able to be picked up fully up to 20kHz imgur.com/a/FQn5Aw9 Not to say there couldn't be some case where that happens.
@woodenmonkeyfox
@woodenmonkeyfox 16 күн бұрын
I can hear it clearly on Android.
@DarkonFullPower
@DarkonFullPower 6 күн бұрын
​​​​​@@dublincalifCannot hear it in app with phone speakers. Still cannot hear it on app with headphones. CAN hear it on phone speakers on phone's browser.
@DarkonFullPower
@DarkonFullPower 6 күн бұрын
​​@@dublincalifBeen doing the last 3 weeks checking out my music playlist. The audible audio quality loss between phone app and phone browser is INSANE. Why is app bad?
@LeSuisseD
@LeSuisseD 28 күн бұрын
Oh wow that video is so great continue like that bro
@ItssCurlyFries
@ItssCurlyFries 27 күн бұрын
Impeccable work
@MisterMunkki
@MisterMunkki 5 күн бұрын
23:00 This is actually what has happened, "streamed" music is so much more complex nowadays it goes even beyond what sequenced music could do, dynamic music is crazy
@epochgd
@epochgd 18 күн бұрын
Loved this video! You explained this stuff very thoroughly, and I found a program that can convert BRSARs to MIDI, and even extracts the soundfonts. It's so fun to play around with :D
@nathancamel3070
@nathancamel3070 16 күн бұрын
Awesome video man love to see new people trying to make people’s world better
@WhileTrueCode
@WhileTrueCode 29 күн бұрын
awesome video production quality! very comprehensive and the A/B demos are much appreciated. dunno if you have interest in PC games, but maxis game Spore has a pretty cool music engine. could be an interesting video topic. like when designing creatures/vehicles, it's tied into the GUI so you often hear changeups in the music even just by hovering the mouse over various options.
@e__egg
@e__egg Ай бұрын
WAIT A MINUTE your that guy. i ditn even recognise you because usually ur style of video is different. havn't seen ur channel in a really long time. im glad ur uploading these now, ima subscribe :)
@kellamyoshikage286
@kellamyoshikage286 29 күн бұрын
15:48 "The source of the drum loop is actually a well-known-" yup, it's gonna be the Amen break. Love the level of detail here. What's the song during the Closing segment?
@SebastianHasch
@SebastianHasch 22 күн бұрын
This is such a good video omg!
@Literal32
@Literal32 13 күн бұрын
Wonderful job
@GraceKelone
@GraceKelone 24 күн бұрын
Great job!
@diribigal
@diribigal Ай бұрын
I didn't know who you were, but I like technical video game related videos so am glad the algorithm sent this my way
@heksevillehero
@heksevillehero Ай бұрын
Left 4 Dead and Left 4 Dead 2 also use sequenced music to add and remove instruments during Hoarde events!
@TitanKaempfer
@TitanKaempfer 14 күн бұрын
It's actually streamed audio, just layered on top of each other. The files are all wav files located in the music folders - no sequence files in the game files (not even the compressed pak files). Just well timed scripts firing.
@552eden
@552eden 26 күн бұрын
This was awesome!!
@flameofthephoenix8395
@flameofthephoenix8395 Ай бұрын
2:54 I couldn't hear that for I had my volume off.
@guyug6940
@guyug6940 9 ай бұрын
nice, hope you make more vids like this
@JanJanJanJanJanJanJanJanJan2
@JanJanJanJanJanJanJanJanJan2 21 күн бұрын
Great Video. Thanks. I would have loved examples to really hear the difference between the Wii sports bowling music on console vs the clean version.
@MrEmmflo
@MrEmmflo 26 күн бұрын
That was a great video!
@UnseenMenace
@UnseenMenace 18 күн бұрын
In a similar way, a lot of early computer games used sequenced music on FM synthesizer chips made by Yamaha (e.g. MSX, NEC PC98, IBM PC). Later many PC games, including the original Unreal & Unreal Tournament, switched to using soundtracker modules (MODs) which originated on the Commodore Amiga and are still a staple of the demoscene along with more traditional chiptunes, e.g. Commodore 64 SID chip.
@iFish12
@iFish12 23 күн бұрын
This video was incredible
@iFish12
@iFish12 6 күн бұрын
I really want to see more videos like this
@CallMeSugarMilk
@CallMeSugarMilk 23 күн бұрын
Growing up, I always felt the music in Mega Man 9’s Wii port sounded slightly different than the 360/PS3/Official Soundtrack versions. I was able to kind of hear it in Jewel Man’s Stage, or Dr. Wily’s Stage 2 when you do a side by side comparison. Another game that I think also sounds slightly different than it’s high quality soundtrack version is Sonic 4 on the Wii. I’m happy to see that this explanation is most likely why this happens!
@thesandwife
@thesandwife 21 күн бұрын
not only is this something I'd want to watch, I had a lot of trouble finding something that actually pulled my interest for hours today till I ran across your video here. I miss Trackers era music, and to this day I still go through and listen to the Unreal Gold soundtrack because there's just a certain feel to having the entertainment system itself be an instrument that plays over the game itself. What other games would you say have some of the best soundtracks using this same methodology?
@sayuriartsy5108
@sayuriartsy5108 Ай бұрын
2:49 I felt like I was hearing something but wasn't entirely sure because of how we don't have actual silence in the video that is temporally near that sound clip to immediately compare to. But upon further inspection, yes I certainly did hear something similar to a dentist drill.
@SunspotSolarbird
@SunspotSolarbird 22 күн бұрын
Cool video! Thank you very much.
@LyndorX2
@LyndorX2 Ай бұрын
Criminally underrated video.
@frogmaker2412
@frogmaker2412 9 ай бұрын
Awesome video
@nitricacid2516
@nitricacid2516 Ай бұрын
my favorite nintendo-songs-with-a-piano-rendition youtuber made a video essay on something nerdy let's go
@TavinFoster
@TavinFoster Ай бұрын
Do any of you guys know the music being played at 6:35 ?
@othello7
@othello7 25 күн бұрын
I really enjoyed this. I am a big sequenced music enjoyer. the one thing I noticed was that at 2:35 you say "[x] thousand kilohertz" twice, where I think actually you're referring to 32kHz or 32,000Hz. 32,000kHz would be 32MHz lol. I would not have known this is your first video like this though I absolutely loved it. thanks for sharing
@Game_Hero
@Game_Hero Ай бұрын
RIP Gregory Coleman
@Roxor128
@Roxor128 Ай бұрын
That sequenced form sounds a lot like a tracker module, except split up into separate files for pattern and sample data. Tracker modules put both in the one file. I listen to a lot of music in various module formats, mostly composed by the Demoscene, though with a few game soundtracks thrown in as well, as they did get a bit of use in PC games. Examples include Jazz Jackrabbit, Epic Pinball, Stargunner, Terminal Velocity, Unreal 1 and Unreal Tournament, Deus Ex, and Ion Fury. If you want to find original ones, try The Mod Archive. They've even got an in-browser player.
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