Hello, I’ve updated the OP, feel free to check it out, though there aren’t many changes, I mostly reworded some stuff.
Here’s also two new VGM extensions which I’ve finished recently:
Links if the embedded videos aren’t appearing [extension 1], [extension 2]
The first extension is from a fighting game based on the popular stories and cast from DC’s media like Superman and others, it’s relatively short and with a simple story, but fun and with great music. I’ve started with “Green Arrow” since I quite liked it and it’s a relaxing ambiance sound… more than a character theme.
The second one is a special case, I’m a sucker for grim, suspenseful or sad music more than anything cheerful, upbeat, or whatever, “Suspense” from Doom just fits the bill and is probably my favorite in the game so far, even though it can get kind of repetitive to some. BTW, you’ll notice the pitch gauge doesn’t change for the most part even when the pitch is increased or decreased for
@1 (the voice on channel 1), this is because
foo_gep's SPC700 status view estimates the pitch in a graphical way as the pitch range is very wide (in hexadecimal, it can be anything between
0x3FFF, which has a lot of values inside) so it’s not an encoding issue and this applies to my other SNES/SFC extensions as well, so if you’d like an exact view of the pitch amount, I recommend checking out Dgrfactory’s SPCPLAY (Windows/WINE only) and find a SPC dump of the track then play it there, you can use the left/right arrow keys until you find the pitch information which will be on hexadecimal. In my case I still prefer
foo_gep for both playback and recording extensions since its SPC700 status viewer is the easiest to understand (Kurohane’s (“黒猫SPC” in this page if you’d like to check it) and Dgrfactory’s have a lot of info which might be overwhelming ATM and that applies to me as well. ) and the aesthetic looks good too, though it’s sad it can’t be upscaled, the window size is kinda small…
(A little trivia about this track's SPC700 status if you're interested)
I've noticed a couple of games so far while looking for various SPC sets from licensed games, that use the same voice values (from 0 to 7) that randomly change into 9 for a very small amount of time and use Line Increase/Decrease and Direct GAIN envelopes, Doom is another one of those cases.
Other games that I noticed the same thing happens include:
- Air Cavalry
- Looney Tunes B-Ball
Pitfall: The Mayan Adventure (which also uses Bent Line Increase very rarely and on sound effects, maybe the other games do so too?)
- Ren and Stimpy: Time Warp
- Secret of Evermore
- Super Star Wars 3: Return of the Jedi
Not sure if there's any more... but so far I found and remember these.
Doing some research, I found out that every game in the SNES has to use a sound engine/driver (which I think is like a framework or DAW to compose the music and handle it on the SPC700 but Idk what it actually is useful and important for), but there's not much info on those, however, there are names floating around like BMus, the companies behind each video game would develop them and the music composers would just use them and input the notes while working with the APU's limits.
So… seeing that all those games and more also listed on the GDRI linked just above seem to use the same engine but on different variants, it’s possible that the thing about the voices (which is the most intriguing behavior because of them mostly being fixed except for when they randomly change to 9) is something coded into the engine intself to obfuscate the real voice values, but I have no idea yet why would the devs code behaviors like these, sounds like some extra unnecessary labor I think.
, however the thing about the pitch for the second extension might catch your attention specially since there are other tracks I’ve previously extended in which you’ll likely notice that happening so you might like to skim my observations above a little, but anyway: I hope you’ve enjoyed these tracks if you’ve listened to them!