The audio chip consists of an 8-bit CPU, a 16-bit DSP, and 64 KB of SRAM and is completely independent from the rest of the system. It is clocked at a nominal 24.576 MHz in both NTSC and PAL systems. It is capable of stereo sound, composed from 8 voices generated using 8 bit audio samples and capable of applying effects such as echo.
@ashkirby88963 жыл бұрын
Where’s Hong Kong 97, Abstract Map, and various Earthbound tunes with heavy sampling?
@GSTChannelVEVO3 жыл бұрын
yeah Hong Kong 97 probably deserved a mention, lol Abstract Map is something I had forgotten about, but it absolutely qualifies as really clever sample usage to get a modern genre out of the SPC Earthbound was actually quite economical with its samples, overall. It doesn't have anything as extreme as the examples in this video
@Nikku42113 жыл бұрын
@@GSTChannelVEVO When you wanna do the Megaton Walk.
@BinaryCounter3 жыл бұрын
X-Band song 4 is probably worth a mention too. It has both a drum loop and a super compressed bar of rap lyrics
@fungo66313 жыл бұрын
@@GSTChannelVEVO Hong Kong 97 could use roughly double the sampling rate and still fit into the 64K of RAM.
@zorilla03 жыл бұрын
Came here to say this. VLDC9 Abstract Map was a surprisingly faithful and detailed SPC adaptation of a vaporwave song of an obscure Italo disco song from 1983. I can't think of anything else on the SNES that sounds anywhere near as sophisticated as this.
@dogebad3 жыл бұрын
seeing GST mentioning oneohtrix point never is geeking me out wayyyy too much
@Night_Goat3 жыл бұрын
the crossover i never knew i needed so bad
@forgado73962 жыл бұрын
Another little fun fact, that OPN song actually samples an old Spearmint Gum commercial. I think for the SNES port they also pulled samples from the commercial instead of the song itself, but I could be misremembering some things. Great video btw!
@Kutuztuk3 жыл бұрын
I've always wondered how that elevator music would've sounded if it were generated by the SNES, with a proper piano sample, and not reproduced. 😉
@johneygd2 жыл бұрын
Well am suprised that that elivator song is an actual recording rayher then being synthesized,now if a synthesized version only took 8KB of 16KB of space that would blow my mind,also who ever knows that if that song was synthesized it may could,ve use higher quality samples,but still trough am stun and i never knew that some game developers were so dumb to store an actual music recording if they could just synthesize them exactly 1 to 1.
@aldo_pinheiro3 жыл бұрын
Ok, you blew my mind revealing the OPN track was a rendition for the SNES ngl. Absolutely love your channel. Thanks for being amazing.
@Caesar_Online Жыл бұрын
Didn't expect to come across 0PN in a SNES video but it feels right
@j.a.82242 жыл бұрын
I always wondered what the samples were like to get that sound for the elevator music in the JP game when I played it... answer is "it IS the samples!" Huh! Amazed they had space for the rest of the soundtrack at that rate!
@TABBYMUSIC Жыл бұрын
The moment you mentioned OPN i instantly subscribed.
@soupy-san3 жыл бұрын
I knew something was up with that OPN sample you first played back haha
@fungo66313 жыл бұрын
You should have mentioned Tales of Phantasia as well. Oddly enough, I think that ROM space was more of an issue than anything. Long samples don't need much note data, so you can use almost all of the 64K. The issue is indeed, why would you use half the RAM, when you can use almost all of it?
@RSK4123 жыл бұрын
my mind immediately goes to Earthbound. Which coincidentally I am currently replaying.
@fullsdready3 жыл бұрын
Earthbound does sample quite a bit of songs, but not by using a lot of samples. Makes sense? A bit confusing, I know.
@MoustiluigiRandom6 ай бұрын
@@fullsdready Yeah, instead of using several bar longs samples like Revolution X, it mixes regular sequenced instrument samples with full on samples (akin to what Wyatt did for Casio Mario World, recreating Sleep Dealer, Cryo, Manifold, Child Soldier by OPN).
@Archer690Channel3 жыл бұрын
iirc super bomberman 4 had a sampled drumloop that made use of phasing to give it a nice flanging effect, also if we only talk about using the sound chip to its limits the x-band modem deserves a mention
@tcscomment4 ай бұрын
why?
@andreavasquez43552 жыл бұрын
I never knew the SNES music had so many limitations. Almost every SNES game has amazing music.
@dacueba-games Жыл бұрын
5% of snes games have amazing music
@breadtheloaf-yf5tc Жыл бұрын
@@dacueba-gamesThere's like 1,750 of them. So that's at least like, 100 games with amazing music (despite what you're saying probably not being true already)
@1yrFamily7 ай бұрын
@@dacueba-games 500% don't be jealous
@1yrFamily7 ай бұрын
All the information is almost wrong in this video....😮
@1yrFamily7 ай бұрын
All the information is almost wrong in this video....😮
@dedecoVGMDJ3 жыл бұрын
mannn recreating sleep dealer on a snes was awesome! gotta check that rom hack
@datapod3 жыл бұрын
yeah i remember watching a video of it a while back and being caught way off guard by the opn songs lol
@vidjenko8349 Жыл бұрын
Shame you didn't include Super Bomberman 3, that game has tracks with samples that super clear and impressive. I always liked how the bomberman games had very good music.
@ashthedragon3 жыл бұрын
Loved this video, there is so many interesting things you can show us from behind the scenes. Hope you make more of these "narrated videos"!
@BetweentheBeans2 жыл бұрын
the Sleep Dealer bit gained you a new subscriber. you fooled me, and Replica is my sixth most listened album this year. excellent work.
@grongy61223 жыл бұрын
I had an idea to chop Queen's Another One Bites the Dust into SNES/Amiga module tracker using looped samples (bassline, drums etc., this song actually fits perfectly for this kind of sampling), not sure if I will complete it though. I think with all of repeatable parts it would actually fit in those 64kb, excluding Mercury's vocals, of course.
@SuperJet_Spade3 жыл бұрын
The song from Rap Jam does have a nice sampled chord. That said, I've used an iconic drumloop myself on a song I made for the SNES (End of the Tour from my album Snestopia), and I chopped it up into two parts, though it still took up quite a lot of space.
@KTJohnsonkidThunder3 жыл бұрын
Traz Damji (forgot how to spell his name) sorta used that technique for a drumloop sample in NBA Live '95 for BOTH the Super NES & Genesis. It's a bit more clear in the latter.
@Akasen12262 жыл бұрын
That elevator music from Jurassic Park holds a special place in my mind.
@mothsinthecanyon Жыл бұрын
Just watching this because it seems like a cool subject and then halfway through the video suddenly becomes about one of my favorite songs ever, i thought i was tripping
@MDPToaster3 жыл бұрын
It’s always nice to see a new video
@k-leb4671 Жыл бұрын
Yo, I recognise that track at the beginning! Holy crap, that is one blast to the past. I have that album downloaded on my computer but I haven't listened to it for like 5 years at least.
@nicco16903 жыл бұрын
literally just subbed and you uploaded also keep up the mixes and great work!
@Alianger3 жыл бұрын
The style or technique used by oneohtrix is also called plunderphonics, which originated in the 80s. That's a nice namedrop!
@GSTChannelVEVO3 жыл бұрын
I'd argue that plunderphonics is more of a technique than a style, since I keep seeing DJ Shadow and The Avalanches labeled as "plunderphonics". 🤔
@Alianger3 жыл бұрын
@@GSTChannelVEVO Yeah the music can still sound wildly different so I guess I'd agree
@LunarDelta3 жыл бұрын
The example that first came to mind for me is the opening for Tales of Phantasia.
@GSTChannelVEVO3 жыл бұрын
I believe ToP dynamically loaded those vocals in, meaning it wont fit in a single .SPC file, in contrast to everything featured here. It's still quite a feat though!
@LunarDelta3 жыл бұрын
@@GSTChannelVEVO Doh! Good to know though. :)
@Nikku42113 жыл бұрын
@@GSTChannelVEVO You know the SNSF format? It supports dynamic loading of samples since it's not just an SPC ARAM rip. There is even an SNSF rip for Tales of Phantasia, for both the official Japanese dub, and unofficial English fandub.
@GSTChannelVEVO3 жыл бұрын
I'm aware of the format, yeah! I don't really use it much though
@Nikku42113 жыл бұрын
@@GSTChannelVEVO Is there a reason you don't use it, or is it just rare?
@jasonblalock44293 жыл бұрын
Speaking of insane use of samples, how about taking a look at the title theme for the NES "Skate or Die 2" sometime? To this day, I have a hard time believing that some mad genius made a MOD-style track for NES on a commercial cart when rom chips were still super expensive.
@GSTChannelVEVO3 жыл бұрын
I'm pretty sure that's just really clever use of the DPCM channel. Hubbard's use of the DPCM channel for a bassline was more interesting to me (which I covered in my Artist Feature about him!)
@Nikku42112 жыл бұрын
@@GSTChannelVEVO It's so clever, the samples aren't even DPCM, but raw PCM shoved to the NES' delta counter.
@Something9008 Жыл бұрын
The burp in Earthbound is one of the clearest samples I remember. One of the EB OST youtube videos start with it.
@StarLightNow3 жыл бұрын
So happy I found this channel. Thanks for the video :)
@Laundry_Hamper3 жыл бұрын
Brent W went nuts identifying samples from a game called Rejoice! Aretha Oukuku no Kanata on an ep of LMH a while back - classic hip-hop pulls. I think they played track 20, not sure what ep it was on though...or how much cartridge space was given to the samples 🙃
@GSTChannelVEVO3 жыл бұрын
Rejoice is a gem of a soundtrack, though I don't remember many samples in it. This makes me wonder if you've confused two titles or something. 🤔
@Laundry_Hamper3 жыл бұрын
@@GSTChannelVEVO Found 'em! The track was on LMH ep. 221 - per a comment from Brent on their blog, and a reply, the three samples that tweaked them were from The Emotions - Rejoice (1977), Hashim - Al-Naafiysh (The Soul) (1983) and that same disc's b-side, It's Time.
@GSTChannelVEVO3 жыл бұрын
oh dang, you're right I had to go digging through the SPC file. check this out: rejoice: 9kb just feel it: 4kb it's time: 2kb combined, that's 15kb of samples. still less than the space of a single break in Rap Jam. It's also way more typical sizes for SNES instrumentation.
@RetroSegaDev3 жыл бұрын
GST I geek out when you do videos like these :D
@RetroSegaDev3 жыл бұрын
Kinda weird a matter of days ago I was wondering how well this could be done with PCM on the Sega Genesis...
@tasosrizopoulos8683 жыл бұрын
More Megadrive please!
@breadtheloaf-yf5tc Жыл бұрын
Wow, "Sleep Dealer" honestly has a really crazy sound to it.
@Plasticshavings2 ай бұрын
I recommend checking out the curious george gba soundtrack because for the gba, it's actually insanely impressive
@cube2fox Жыл бұрын
Back in the day, the 64 KB of SRAM for audio must have been expensive. The SNES was quite ambitious in its sample based audio system. Perhaps a bit too ambitious for early developers, thinking of the first SNES games which often had quite distorted sounding samples, like Zelda: AlttP.
@TheSuperPlayer7073 жыл бұрын
I think the long guitar sample on Nuts and Bolts from Donkey Kong Country 3 deserved a mention. It's almost so long as the Elevator Music from Jurassic Park, but it's a lot more compressed. Anyway, it's a sample of 7 seconds long, it deserved a mention to me.
@GSTChannelVEVO3 жыл бұрын
I'm not sure what you're talking about, to be honest! ...unless you're referring to the guitar riffs in the GBA version?
@TheSuperPlayer7073 жыл бұрын
@@GSTChannelVEVO no, the one from the original version. On internet, the sample it's called "zillion guitar", and it's the one that it sounds on the middle point of the track (for reference, kzbin.info/www/bejne/a6PHYYSmqtt-iqs at the 0:33 seconds). It's a long sample of 7 seconds long that Eveline Novakovic used from a stock (I don't remember which one) but that what it calls, "Zillion guitar". Just explore the samples of DKC 3, it's there but it's a sample heavily muffled (something that's obvious). I know it because I helped Jammin' Sam Miller on the restoration. Correct me if I'm wrong but I remember that it's a long sample.
@GSTChannelVEVO3 жыл бұрын
ah, that's a sequenced riff. it's what I'd consider common practice on the SNES. I decided to look into the song, and none of the samples are above 4kb in size. the original "zillion guitar" sample may have been longer, but Eveline broke it down to a single note and re-sequenced it.
@TheSuperPlayer7073 жыл бұрын
@@GSTChannelVEVO oh. I see. Thanks for clarifying, man. And yes, I see a plenty of games that sequenced various samples on small pieces, like Chrono Trigger.
@Protoman003 жыл бұрын
It’s been so long since I’ve seen the guy at 0:30! I forgot what that video is called!
@Protoman003 жыл бұрын
@_ Pobert-Eii _ YOO THATS RIGHT LOL!!! That used to be my jam
@themadmallard Жыл бұрын
I know this is old, vid, but in case you haven't yet seen it, take a look at the XBAND modem's usage, its crazy.
@Kektzecuggle92702 жыл бұрын
This channels so awesome
@lerigouarte4 ай бұрын
Excellent video! Thank you for the informations. +1 subscriber. I'm on a personal project with a SNES game. How do I know the sample rate that an audio has to re-insert into the SNES game? I use the SNESSOR tool to extract the audios. But, for now, I'm only able to insert audio that is at 8000hz, which is the tool's default rate. It is possible to change it in the program, but I don't know what the sample rate is 😅 In any case, congratulations on the content. It was explained in a very didactic way and the video is well edited 👏
@DonWafle11 ай бұрын
Glad to see "Wyat's" ports in Casio Mario World
@nyanpasu643 жыл бұрын
4:37: Dynamic channel allocation, or deliberately overlapping consecutive notes to avoid a gap in between?
@GSTChannelVEVO3 жыл бұрын
99% sure it's wanton dynamic channel allocation, since it affects the bass as well. there's no good reason to overlap notes in that register.
@dantescanline3 жыл бұрын
excellent video! and with the oneohtrix point never sample too :)
@starbirdplays64743 ай бұрын
Opn mentioned, subbed
@tomypower489811 ай бұрын
YES!
@Maxime-pk6cu2 жыл бұрын
Wow! Motown made games too? 😍 (Sorry if it seems obvious, im finally bringing myself up to speed on the SNES-verse)
@ChaunceyGardener3 жыл бұрын
I can't understand the premise of the video. BIggest in size? Biggest length? Biggest hits? To me the most amazing use of sampling in SNES music is the Super Bomberman 3 soundtrack because of the variety of samples and how well is integrated using the low bitrate "scratchiness" as advantage. "Select 2" (v=u68T3wEOihY) is the jam.
@GSTChannelVEVO3 жыл бұрын
Biggest in sample size. I'm kind of assuming that anyone watching will know what a sample is in this context, but that might be a bad assumption on my part. The song you linked has a handful of samples: a drumloop, a piano, and a bass. the drumloop is the biggest, but overall it's a nice and small package. This doesn't mean bad (in fact, pretty much every song that Jun Chikuma wrote is hella good), but it does mean economical. This video is about the less economical sample usage. The cases where composers treated the SPC-700 like a sample-based workstation instead of a humble sampler.
@heyguysinternet3 жыл бұрын
...Hm? Biggest in size. The whole video was looking at the sample sizes.
@ChaunceyGardener3 жыл бұрын
@@GSTChannelVEVO What threw me off was how most of the examples are quite different situations. Rap Jam's sample is a long, uncut and very clear (maybe 22khz) sample. Toy Story's is also long but very downsampled. RevX is the oddball: short sample and still sounds like crap compared to arcade source. I guess the source of confusion is the title of the video when your intention was showcasing interesting uses of sampling as in the description. Not being critical, just explaining my confusion.
@GSTChannelVEVO3 жыл бұрын
oh! ok, I see what you mean. I quite appreciate this feedback, honestly from my perspective: I wasn't sure what to title this video, and ended up going with "The Biggest Samples in SNES Music" because that's what kicked off the entire idea for the video. It might be worth changing the title to something that better encapsulates the full script, but I'm not sure what that should be. Maybe "Crazy Sample Usage in SNES Music" is fine? I'm going to ask around a bit.
@scm64entertainment44 Жыл бұрын
The SNES samples are fine as they are. They don't need to be perfect.
@slendi96233 жыл бұрын
Really makes you appreciate the devs on what they had to work with
@Pr0jectFM3 жыл бұрын
What's ironic is that almost everything you showed off could've been done in higher quality on the Genesis
@fungo66313 жыл бұрын
LOL, no! With the same rules in place, hell no! The SNES can stream audio to the S-SMP. Sure the Z80 is more powerful than the SPC700 but turns out you need half the bandwidth for the same sample rate on the SNES, thanks to ADPCM. 18 kilobytes per second are enough for 32 KHz audio if my calculations are correct.
@Pr0jectFM3 жыл бұрын
@@fungo6631 I didn't mean the same rules in place because the Genesis isn't so limited in how big the size of the sample can be
@fungo66313 жыл бұрын
@@Pr0jectFM The SNES also isn't limited. Did you read my comment? You can update the SPC RAM on the fly, just like the Z80 RAM.
@Pr0jectFM3 жыл бұрын
@@fungo6631 Oh okay. Why don't any of the examples in the video do that?
@fungo66313 жыл бұрын
@@Pr0jectFM Are you stupid? The guy said that the SPC format doesn't support that. The SPC files are just a RAM dump. Please, take a listen at the Tales of Phantasia opening, and tell me that it fits in 64K.
@nojot03 жыл бұрын
An interesting approach... Especially in Jurassic Park...
@grongy61223 жыл бұрын
Actually it had second sampled elevator theme too, weird that it's not here though...
@Sh-hg8kf Жыл бұрын
Since it just RAM end of the day, what is stopping someone from swapping samples in and out as they're needed? Yuzo Koshiro did that with Actraiser
@GSTChannelVEVO Жыл бұрын
in Actraiser, the RAM content was only swapped out between different songs. it's possible to swap out the RAM content mid-song, which only a handful of composers did. this technique has only one downside: it breaks the ability for people in the future to make SPC rips of the soundtrack :P
@Sh-hg8kf Жыл бұрын
@@GSTChannelVEVO That is a very true point yes. Speaking of crazy sample usage, have you seen this ultra faithful recreation of Go Strait From streets of rage 2 on the snes? Some guy penned it down, sounds EXACTLY like the genesis version minus some gaussian interpolation Lemme see if I can get a link
@GSTChannelVEVO Жыл бұрын
@@Sh-hg8kf I did see that! kinda funny that nintendoes what genesis also does, lol
@chowmein09413 жыл бұрын
With the use of homebrew software, can you expand the memory of the SNES to get Warioware like vocal songs on the system? For example: kzbin.info/www/bejne/e3q5iXp5rJKjjZI
@GSTChannelVEVO3 жыл бұрын
kind of? what you can do is swap out vocal samples mid-song and chain together a complete vocal line, BUT this requires the use of the main CPU instead of just the SPC700. you can hear this applied in the intro to Tales of Phantasia.
@imcrowbug Жыл бұрын
last place i expected to hear replica
@Goto10Gaming3 жыл бұрын
Great video, thank ya 👾
@JohnZyski3 жыл бұрын
REally interesting video.
@bbtund816 ай бұрын
is sample bank change possible though in snes?
@GSTChannelVEVO6 ай бұрын
yep! a few games do this, such as claymates
@RSK4123 жыл бұрын
bad memory economics
@scm64entertainment44 Жыл бұрын
Sure the SNES doesn't have great cpu processing like the genesis, But that's because it doesn't need it. The snes is just fine as it is.
@backwardsface30462 жыл бұрын
why did your mic get worse
@GSTChannelVEVO2 жыл бұрын
Is it worse? :( I upgraded from a literally broken mic to a cheap crappy one...
@f.k.b.163 жыл бұрын
Napoleon Dynamite : Sleep Dealer is like the worst song ever made. Kip: Yeah right Napoleon, like anyone could ever know that. Uncle Rico: You know what Napoleon.... You are right! I agree with you for once!
@hacktrixapii3 жыл бұрын
Audiophiles thought that 64kbps was bad, m8 hows 8
@babubapbapbabuAKAjeffyandfrenz Жыл бұрын
snjs
@emul8orgamer3 ай бұрын
snes devs were so fuckin stupid back then bruh 😂😂
@MoustiluigiRandom2 жыл бұрын
MAIS NON TROP BIEN
@METATRONmusic3 жыл бұрын
don't copy that floppy lmao
@johneymute2 жыл бұрын
So basically some game devs did just wasted unusual space by storing actual low quality recordings rather then storing high quality samples and resyntheses them???? If so how stupid could you ever be as a game developer, BUT what i would like if you gonna discuse about a sound swapping technic to overcome because many later games did make use if this,this allows for more and much higher quality audio samples on snes,