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

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Dublincalif

Dublincalif

Күн бұрын

Пікірлер: 560
@PieJee1
@PieJee1 7 ай бұрын
Funny to see my AC: CF playlist in a youtube movie ^_^
@PieJee1
@PieJee1 7 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 7 ай бұрын
Wow, surprised to see you're still around
@eggwonreal
@eggwonreal 7 ай бұрын
You're the goat, I've downloaded so many CF songs from your channel, so ty!!
@CaptainDampe
@CaptainDampe 7 ай бұрын
Been listening to Super KK Slider soundtrack for 15 years now... wild...
@cadoc7865
@cadoc7865 6 ай бұрын
ur vids made my childhood. hope ur doing well
@champagnesupernova1839
@champagnesupernova1839 7 ай бұрын
"...losing this range of frequencies:" *[SCREAMING BUG SOUND]*
@shan8130
@shan8130 7 ай бұрын
oh no, my hearing really is bad isn’t it?
@champagnesupernova1839
@champagnesupernova1839 7 ай бұрын
@@shan8130 could also just be low quality speaker systems
@Jackenn_Cooper
@Jackenn_Cooper 7 ай бұрын
​@@champagnesupernova1839 Yeah! Yeah... Let's uh, let's go with that.
@marinellovragovic1207
@marinellovragovic1207 7 ай бұрын
​@@champagnesupernova1839...On what device have you watched this video on? KZbin usually has a frequency cutoff around that area. In fact, the video had no audio output at that moment for me using the KZbin app. How did you hear that?
@link_team3855
@link_team3855 7 ай бұрын
​@@champagnesupernova1839 yeag im not surprised my phone cant do *usually* out of range frequencies
@jamnnjelly3102
@jamnnjelly3102 Жыл 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 7 ай бұрын
They're basically tracker modules, except split up. The Mod Archive has thousands of original ones.
@TheYoshieMaster
@TheYoshieMaster 7 ай бұрын
Have you seen Ahoy's video on tracker music? If not, I think you'd like it.
@Roxor128
@Roxor128 7 ай бұрын
@@TheYoshieMaster Oh, yeah. That's a good one. I'll second the recommendation!
@linusolssonmusic
@linusolssonmusic 7 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.)
@gubmen6969
@gubmen6969 7 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
@Blueyzachary
@Blueyzachary 7 ай бұрын
@@literallywhons4syeah I’ve done that a few times
@triPixel
@triPixel 7 ай бұрын
@@literallywhons4s 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 6 ай бұрын
@@literallywhons4s The data is not stored as MIDI data and SF2 soundfonts internally. What you get from using such tools is simply an _attempt_ to convert the sequence and sample data into more common and more-documented formats. However, due to the differences in native capabilities between the formats, the conversion is often not completely perfect or 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.
@A2music
@A2music 4 ай бұрын
​@gubmen6969 many people make soundfonts based on these game's sequence instruments so they probably only know those exist, and nothing else
@tehrobotjesus
@tehrobotjesus 7 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 7 ай бұрын
Despite me being aware of this common mistake in the past, I can't seem to stop making it myself
@tehrobotjesus
@tehrobotjesus 7 ай бұрын
@@dublincalif we all knew what you meant. I just want to look smart on the internet.
@LandonEmma
@LandonEmma 7 ай бұрын
Yeah
@u1f98a
@u1f98a 7 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 7 ай бұрын
@@tehrobotjesus Me, too :/
@StarBittys
@StarBittys 7 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 KZbin channel got so big, and why their 30-minute extension format became so iconic for game music uploads on KZbin -- 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 7 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 KZbin: 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 7 ай бұрын
Do any of you guys know the music being played at 6:35 ?
@Diddz
@Diddz 7 ай бұрын
the music was also available on their website directly as a brstm with correct loops
@SusiTerry
@SusiTerry 8 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 7 ай бұрын
super monkey ball's music is 48khz
@ThatGadgetMatt
@ThatGadgetMatt 8 ай бұрын
“Are you able to hear this?” ..silence..
@zapoww
@zapoww 7 ай бұрын
I can hear it hehe
@josebach02
@josebach02 7 ай бұрын
@@zapowwsame
@thomario8639
@thomario8639 7 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 7 ай бұрын
I'm blaming it on my phone
@theburntcrumpet8371
@theburntcrumpet8371 7 ай бұрын
It felt tingly
@mps64
@mps64 Жыл 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!
@MarioLuigi0404
@MarioLuigi0404 7 ай бұрын
2:50 worth noting that on mobile, sounds above like 15khz are cut off by the KZbin app/phone. So not hearing it here doesn’t necessarily mean you can’t hear that frequency.
@dublincalif
@dublincalif 7 ай бұрын
I played the 16kHz+ example from this video on the KZbin 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 7 ай бұрын
I felt some pressure from my headset on my ears but didn't hear a thing
@juniaraujo
@juniaraujo 7 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 KZbin entrega sim a reprodução.
@user-sus6969
@user-sus6969 7 ай бұрын
​@@dublincalifThis link was deleted and may not be accessed
@StarlightLumi
@StarlightLumi 7 ай 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.
@JbN404
@JbN404 Жыл 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! :)
@kipper1668
@kipper1668 7 ай 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 7 ай бұрын
agree!!
@dinysk8
@dinysk8 7 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 7 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 7 ай бұрын
@@dublincalif I may have misremembered it ._.
@ne0arrow
@ne0arrow Жыл бұрын
Oh my gosh an analysis video!? I am literally shivering in me timbers!
@Meatball132
@Meatball132 7 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 KZbin like this.
@xeriox16
@xeriox16 Жыл бұрын
You did such a great work ! Please make other videos like that !
@wackaducky
@wackaducky 7 ай 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
@haydenbicky9690
@haydenbicky9690 7 ай 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 8 ай бұрын
This might be the best video I've seen about how video game music works. Really good job
@PlayersPurity
@PlayersPurity 7 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 7 ай бұрын
The option instruments aren’t unused, the Options menu in the Mario Kart channel uses them.
@PlayersPurity
@PlayersPurity 7 ай бұрын
@@JohnP55 They are unused, MKC uses different ones.
@JohnP55
@JohnP55 7 ай бұрын
@@PlayersPurityYes, it’s a different BRSAR, but they’re the same samples.
@smudgeroni
@smudgeroni 3 ай бұрын
I loved this. I am begging you to do a video on the DS's audio. Its music and soundscape feels so unique and distinct from everything else as this interesting compromise between modern capabilities and old qualities. Maybe I'm just nostalgic, though.
@AboodXD
@AboodXD 7 ай 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 7 ай бұрын
Google says that the GameCube had a DSP, but Wii does not?
@AboodXD
@AboodXD 7 ай бұрын
@@ArneChristianRosenfeldt nope. GameCube, Wii, 3DS, Wii U and Switch all have DSPs, and all of them use the same ADPCM encoding.
@saladplainzone
@saladplainzone 7 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
@NVUSAttitude
@NVUSAttitude 7 ай бұрын
please do more of these. i LOVE deep dives in obscure/rarely talked about technologies
@loficampingguy9664
@loficampingguy9664 7 ай 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!
@ello-olle
@ello-olle 7 ай 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 :)
@johnmoser3594
@johnmoser3594 7 ай 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 7 ай 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 7 ай 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 7 ай бұрын
@@johnmoser3594 Very interesting stuff!
@DeeFeeCee
@DeeFeeCee Жыл 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!
@NateTheMeh
@NateTheMeh 7 ай бұрын
Insanely well crafted video. Keep up the great work!
@pie2these
@pie2these 7 ай 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!
@verysmallpingu5487
@verysmallpingu5487 7 ай бұрын
First video? It's such a good researched and explained video. I enjoyed it a lot.
@bigtub1101
@bigtub1101 7 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!
@DE23
@DE23 8 ай бұрын
Ok wow this is a well researched video
@dappercrab4243
@dappercrab4243 7 ай бұрын
Wow I really enjoyed this video! I'm happy to see you branch out your content!!
@ig2933
@ig2933 7 ай бұрын
I cannot believe how in depth this video was...way more information than I ever thought I'd learn about this 😂 great job!
@hiagogames
@hiagogames 7 ай бұрын
I did NOT expect siivagunner to show up here Now im interested, time to make my own high quality rips
@henryseitz3681
@henryseitz3681 7 ай бұрын
This video was fire dude please don't stop making content like this
@othello7
@othello7 7 ай 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
@Midekai
@Midekai 6 ай бұрын
I'm so glad someone finally dove into this topic. I'm curious how other past consoles produced their music as well now
@Prod_by_proto
@Prod_by_proto 7 ай 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
@mr._magicman
@mr._magicman 7 ай бұрын
man i've been watching you for years now, and this new style of content is great!! love it. keep it up
@PeacePeaceGawd
@PeacePeaceGawd 6 ай бұрын
This was amazing. Thank you for taking the time to go so in depth with everything.
@Die-Coughman
@Die-Coughman 7 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.
@naomi9606
@naomi9606 7 ай 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.
@Zel-Veraan
@Zel-Veraan 5 ай бұрын
Don't know if I'll ever use this information, but I like hearing how things work. Great video.
@twentysixbit
@twentysixbit 6 ай бұрын
Your explanation of Streamed music just helped me shave off hundreds of megabytes of memory use on my own game. Thanks!
@bluecheese7447
@bluecheese7447 6 ай бұрын
I would literally click back & forth the different apps just to listen to their music. That ethereal abstract spacey vibe was so good
@Rmm_Music
@Rmm_Music 7 ай бұрын
Amazing content bro! Im a huge music guy, and this was awsome. Ive been messing with soundphonts and its so fun!
@richtercl98
@richtercl98 7 ай бұрын
such a great video! Specially loved the technical details and the quality of the speaking, keep going!
@SebastianHasch
@SebastianHasch 7 ай 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 ✌️
@ninbendoyt3203
@ninbendoyt3203 2 күн бұрын
Hiroshi Yoshimura definitely had a huge influence on the ambient Wii channel tracks
@ninbendoyt3203
@ninbendoyt3203 2 күн бұрын
Listen to Hiroshi Yoshimura's albums Four Post Cards and Soundscape 1: Surround, those albums especially the first one sound like something that would be on the Wii
@JazawaToad
@JazawaToad 7 ай 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.
@robotortoise
@robotortoise 7 ай 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!
@zoobleshole
@zoobleshole 8 ай бұрын
Very fascinating breakdown of the Wii's aural interior! Keep up the good work, mate.
@fatherlyalot4255
@fatherlyalot4255 7 ай 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
@rockstar745896
@rockstar745896 7 ай 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.
@RushJet1
@RushJet1 7 ай бұрын
Weird that the MM9 audio cares so much about square falloff and ignores the triangle's aliasing that was on the NES. Completely changes its sound. Even more jarring when you hear the prerecorded triangle "tom drums" that DO include the aliasing.
@DaVince21
@DaVince21 7 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.
@SSL26
@SSL26 7 ай бұрын
Yo. This was great man. Would love to see more like it. Your approach is great
@zaggiiee
@zaggiiee 7 ай бұрын
Genuinely fantastic video, I would love to see more like this.
@pinguferrari
@pinguferrari 7 ай бұрын
Thank you for making a great video on such an underrated subject!
@MizoxNG
@MizoxNG 6 ай бұрын
the wii (and gamecube for that matter) could have supported 48 khz if a dev had really really wanted to, the audio DAC itself is 48 khz, it's just that both of the audio microcodes nintendo released/used (the AX microcode provided to 3rd parties and the zelda microcode used internally) only operated at 32 khz for processed audio. (streaming audio was natively 48 khz, and was mixed into the rest of the game's audio after the audio processing was finished, but due to its limitations it could only really be used in cutscenes). there were a couple of third party titles where the devs wrote their own audio microcode from scratch and got 48 khz for everything, but they weren't really significant.
@JarrydHall
@JarrydHall 7 ай бұрын
Great video. Appreciate the technical knowledge share, even if some of the details were a little off, I hugely appreciated this!
@kellamyoshikage286
@kellamyoshikage286 7 ай 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?
@ren_cool_guy
@ren_cool_guy 7 ай 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!
@skylark.kraken
@skylark.kraken 7 ай бұрын
Sequenced music for games is so good, I’ve been working on a game and I’ve been making the soundtrack from sequenced music because it’s able to respond to what’s going on in-game at a finer detail than simply having the option to mix between channels, for instance looping is nice but with sequenced music you can convert a song into a Markov chain and have it loop in a weighted random path and these paths can have connections to play a bridging piece of music to a different song seamlessly - those can be random, or controlled random (for instance you can require a song play for at least 2 minutes and after then it can leave the song, and if it’s been over 5 minutes it will take the next exit), or completely controlled (such as a main menu theme which has bridges to all songs in every level as soon as you select a level the music is told that it needs to get to a certain song). You can also tweak the tempo and the layers to fit different scenarios, when you pause the game I’ve currently got it set to mute some channels and slow it down (and also the music will prefer to stay on the current song for longer, although give it 15 minutes paused and it will move on; with just the backing track it’s not annoying) No doubt future games I’ll make will have sequenced music too because being able to tie the music close to the game like other assets feels essential and gamers can feel the extra effort put in
@DarkonFullPower
@DarkonFullPower 7 ай бұрын
2:47 Note for KZbin 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 7 ай бұрын
(copied reply to similar comment) I played the 16kHz+ example from this video on the KZbin 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 7 ай бұрын
I can hear it clearly on Android.
@DarkonFullPower
@DarkonFullPower 7 ай 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 7 ай 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?
@sherochafernando6346
@sherochafernando6346 6 ай бұрын
​​@@DarkonFullPower Maybe it's the video quality? The audio quality scales with video quality. It's very noticeable if you drop to like 144p. Edit: It doesn't seem to be that, though the audio quality is noticeably worse in 144p.
@e__egg
@e__egg 7 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 :)
@Karukami1
@Karukami1 6 ай бұрын
This was very insightful, thanks for uploading!
@Roebey
@Roebey 7 ай бұрын
this is super great! I'd love to see more stuff like this, keep up the good work!
@nitricacid2516
@nitricacid2516 7 ай бұрын
my favorite nintendo-songs-with-a-piano-rendition youtuber made a video essay on something nerdy let's go
@TavinFoster
@TavinFoster 7 ай бұрын
Do any of you guys know the music being played at 6:35 ?
@CallMeSugarMilk
@CallMeSugarMilk 7 ай 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!
@SleepyOwlFilmsVT
@SleepyOwlFilmsVT 7 ай бұрын
Amazing work, please do more of these!
@Valista_
@Valista_ 7 ай бұрын
That was fascinating, would love to watch more
@MrPandabros
@MrPandabros 7 ай 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
@WhileTrueCode
@WhileTrueCode 7 ай 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.
@heksevillehero
@heksevillehero 7 ай бұрын
Left 4 Dead and Left 4 Dead 2 also use sequenced music to add and remove instruments during Hoarde events!
@TitanKaempfer
@TitanKaempfer 7 ай 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.
@circleception3916
@circleception3916 6 ай бұрын
You should totally do a video on portal’s music! I know it’s not Nintendo but the way it handles its music is fascinating
@MartinBarreby
@MartinBarreby 5 ай бұрын
Great video and very interesting! I am working at House of Elias (previously known as Elias Software) and we are working hard on bringing midi back for video games and make it easy to use with high quality samples. The sampler and instrument libraries can sound really good today, so the possibilities will be endless. :)
@sayuriartsy5108
@sayuriartsy5108 7 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.
@milohdd
@milohdd 7 ай 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 7 ай 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 7 ай 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 6 ай 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.
@CoralCopperHead
@CoralCopperHead 6 ай бұрын
Yeah, all the storage space and memory capacity improvements have made optimization a lost art. Piracy issues aside, it's why I love the repacking community's work, proving that games can be cut down to fractions of their installation size without any real compromise -- often even improving performance.
@epochthings
@epochthings 7 ай 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
@diribigal
@diribigal 7 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
@nathancamel3070
@nathancamel3070 7 ай бұрын
Awesome video man love to see new people trying to make people’s world better
@TiwaODtv
@TiwaODtv 7 ай бұрын
21:45 What is the name of the song playing here? I think it's some cover of the Air: Cottage 1 theme from Wii Sports Resort, but who's it by?
@ShiroKage009
@ShiroKage009 7 ай бұрын
The amount of care put into the Wii's OS and interface was unprecedented.
@MccDann
@MccDann 7 ай бұрын
Such a fascinating video, amazing job!
@RzzBrry
@RzzBrry 6 ай бұрын
This is very interesting to me as an EDM producer, i have hardware that could simulate these sequences and effects and im gonna try and make a drum and bass track with this knowledge. Thanks for this great insight into how the processing of sound used to work. Im gonna hunt for old tech to use now
@Winbee_10
@Winbee_10 6 ай бұрын
Sequence music chapter background song? ( 8:08 )
@adicsbtw
@adicsbtw 6 ай бұрын
2:50 this demonstration doesn't work on YT because YT already cuts off frequencies past 15 kHz it's quite literally impossible to hear anything because of that I can hear 16-18 kHz relatively well (unless my hearing has degraded significantly in the last 2-3 years), yet I have to max out my headphones to hear anything for it, which I blame on the filtering not being 100% on youtube's end edit: yep I just confirmed using Audacity to get the raw audio, I can hear up to 18 kHz decently. After that the sound volume gets too quiet for me to hear without blasting my headphone volume up by an unreasonable amount. I can kinda hear 20 kHz, but honestly it feels more like pressure than actual audio
@dublincalif
@dublincalif 6 ай бұрын
KZbin videos with audio encoded in OPUS (such as this one) support up to 20kHz. I have recorded output of this KZbin video from multiple browsers and devices on all quality settings, and content up to 20kHz was present on every test I have made. If you're curious, you could capture the loopback of your output device playing that example in audacity and check it in a spectrum, like this i.imgur.com/dVZh9oD.png
@adicsbtw
@adicsbtw 6 ай бұрын
@@dublincalif huh I think opus is a newer format for KZbin My info is from a few years ago, and I don't remember KZbin providing data in an opus format previously when checking the available audio codecs
@MSCII777
@MSCII777 7 ай бұрын
2:41 wait, i thought that for pcm audio the sample rate was just the amount of samples of the audio signal that were being taken per second, how does that affect the range of audio frequencies that get encoded? Is it because the timing with which the samples are taken aligns with the audio frequency or something?
@GigaChad_169
@GigaChad_169 7 ай бұрын
Great job! This was a fun watch.
@TreborKoor
@TreborKoor 7 ай бұрын
Excellent video, very interesting. Thank you for sharing with us
@collin6526
@collin6526 7 ай бұрын
2:37 I tested this with a tone generator, so I know I can hear 18,000 hertz just fine. But the the audio is silent when he plays the high frequency sound. It might have been compressed out of existence.
@dublincalif
@dublincalif 7 ай бұрын
What were you playing back the video with? Every device I've tested so far outputs this example out of KZbin up to 20kHz exactly, but I'd be curious if something's cutting it shorter for some people.
@karpeth212
@karpeth212 7 ай бұрын
Same here. I know I hear past 20k, but youtube never works past 16k for me. (Iphone, gchrome on Windows)
@boop53
@boop53 7 ай бұрын
12:01 i wonder if this is how the frontrunning beats work in mario kart 7?
@moodwoboo
@moodwoboo 6 ай бұрын
If Scruffy went detailed on sound:
@SuperWiiGuru
@SuperWiiGuru 6 ай бұрын
Fr
@xwedel
@xwedel 6 ай бұрын
2:49 I can’t hear it and I’m 17 wth 😭
@LeSuisseD
@LeSuisseD 7 ай бұрын
Oh wow that video is so great continue like that bro
@Trench303
@Trench303 11 ай бұрын
22:51 many years ago! I still do😂
@fromixty
@fromixty 6 ай бұрын
Great video, mabye you'll tackle the music of the DS ?
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