This video discusses the evolution of music in video games, particularly focusing on the use of samples. It begins by explaining how older consoles used sequenced music with limited sampling capabilities due to storage constraints. The video then explores the transition to using sample-based instruments and how they were obtained, often from MIDI modules. It also discusses the use of loop points and ADSR settings to create the illusion of sustained instruments. The video highlights that even with advancements in hardware, most modern video game music still relies heavily on virtual instruments and samples due to their cost-effectiveness and high-quality sound.
1. The term "sampling" in video game music refers to the process of using pre-recorded audio files, like pop songs, as instruments or sounds in the game [Source: Document 1].
2. In the early days of video games, music was implemented through teeny tiny files containing musical instructions, not through pre-recorded audio files [Source: Document 2].
3. Old consoles had limited sampling capabilities. For example, it was possible to include audio samples on some systems, but this rarely happened due to the space they would take up on a cartridge, even after compression [Source: Document 2].
4. With the advent of more powerful consoles, the sound chips evolved from primarily being their own synthesizers to primarily using sample data recorded by the composer and stored on the game cartridge [Source: Document 2].
5. Composers began creating their own instrument samples by taking audio recordings of their real equipment [Source: Document 2].
6. In video games, the most common way for these instruments to be sampled was from MIDI modules [Source: Document 3].
7. MIDI sound modules were used in video games for many years, introducing much higher quality instruments to anything capable of connecting to them [Source: Document 3].
8. Despite the rise of streaming music in consoles like the PlayStation 1, most games still used sequenced music [Source: Document 4].
9. The main composer of Persona 5, Shoji Meguro, played guitar over many of the tracks as he's a guitarist. It's likely he's the one playing guitar in Melee, too [Source: Document 4].
10. Semi-related fun fact about UNDERTALE: it was mostly composed with free samples and soundfonts, all except for the songs "She's Playing Piano", "Last Goodbye", and "Undertale". Probably the most emotional song in the whole game is "Undertale", which features real acoustic guitar played by Stephanie MacIntire [Source: Document 4].
11. Sample CDs, collections of sound samples, began to see a ton of usage post-SNES era. They were used across all the big gaming companies [Source: Document 4].
12. Due to the popularity of many of these CDs, you'd sometimes recognize some samples being shared across different games or even different forms of media [Source: Document 4].
13. Composers shifted over to using DAWs for normal computers rather than trackers [Source: Document 4].
14. The main takeaway from this video is that everything in it explains how video game music has been produced over time [Source: Document 4].