In this video, the narrator discusses the history of sampling in video game music. They explain how early game consoles used sequenced music with limited sampling due to storage constraints. The video covers the transition to more powerful consoles that could handle sample-based music and how composers often used MIDI sound modules to create instrument samples. It also discusses the use of loop points and ADSR (Attack, Decay, Sustain, Release) settings to make sampled instruments sound more natural. The video touches on the shift to streaming audio in later consoles and the use of virtual instruments and VSTs (Virtual Studio Technology) in modern video game music production. Throughout the video, various examples of sampled instruments in video games are provided to illustrate the concepts discussed.
1. In video games, music is often created by taking small pieces of pop songs and using them as instruments. This process is known as sampling. This is similar to how sampling is done in non-BGM music [Source: Document 1].
2. The instruments you hear in video games, such as pianos, drums, cats, and dogs, are self-produced by the game's sound chip. This is due to the limited sampling possibilities in early gaming history [Source: Document 1].
3. As video games evolved, they began to use sample libraries, specifically sample CDs, which are collections of sound samples that could consist of instrument sounds, round one fight vocals, and even sound effects [Source: Document 1].
4. The usage of sample CDs skyrocketed after the SNES era. Some of these CDs had to be inserted into CD Samplers, similar to MIDI modules, but you had to swap out discs for different sounds [Source: Document 1].
5. In the post-SNES era, when licensed sample libraries and specifically sample CDs began to see a ton of usage, many songs were genuinely just a couple of loops from these sample libraries [Source: Document 1].
6. The usage of sample CDs was not limited to games. Some samples were shot across different forms of media, and you could sometimes recognize some samples being used in different games or even in an episode of a TV show [Source: Document 1].
7. In the modern day, most instruments you hear in video games are virtual instruments. This is due to the increase in sample and quality in consoles, which can sound as authentic as the real thing to the average listener [Source: Document 1].
8. Composers often specialize in one or a few real instruments, so they might occasionally record some of those for the game while doing everything else with samples [Source: Document 1].
9. The main composer of Persona 5, Shoji Magura, played guitar over many of the tracks as he is a guitarist. This is a common practice among composers to add a more human element to their music [Source: Document 1].
10. Composers shifted over to using DAWs for normal computers rather than trackers after the post-SNES era [Source: Document 1].
11. The usage of sample CDs skyrocketed after the SNES era. Some of these CDs had to be inserted into CD Samplers, similar to MIDI modules, but you had to swap out discs for different sounds [Source: Document 1].
12. In the post-SNES era, when licensed sample libraries and specifically sample CDs began to see a ton of usage, many songs were genuinely just a couple of loops from these sample libraries [Source: Document 1].
13. The usage of sample CDs was not limited to games. Some samples were shot across different forms of media, and you could sometimes recognize some samples being used in different games or even in an episode of a TV show [Source: Document 1].
14. In the modern day, most instruments you hear in video games are virtual instruments. This is due to the increase in sample and quality in consoles, which can sound as authentic as the real thing to the average listener [Source: Document 1].
15. Composers often specialize in one or a few real instruments, so they might occasionally record some of those for the game while doing everything else with samples [Source: Document 1].
16. The main composer of Persona 5, Shoji Magura, played guitar over many of the tracks as he is a guitarist. This is a common practice among composers to add a more human element to their music [Source: Document 1].
17. Composers shifted over to using DAWs for normal computers rather than trackers after the post-SNES era [Source: Document 1].