CoN 25th Anniversary: 1997-2022
Sound effects built into game music?

Posted: 7th April 2022 22:54

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I was listening to the FFVI soundtrack, specifically the Zozo theme ("Slam Shuffle"), and realized that Kefka's iconic laugh in Dancing Mad #4.2 isn't the only sound effect written into the soundtrack in FFVI -- the sound of the dreary rain is built right into the Slam Shuffle.

And of course, there's the rhythmic machinery noises of the Magitek Factory track, though they're arguably very much integrated into the music, being used as the beat.

What other instances -- not just in FFVI, but also otherwise -- are there of sound effects (that would otherwise be part of the environment) written into the soundtrack? (Not counting tracks that are purely sound effects, of course.)

My first thoughts are the escape theme from Super Metroid (which has the alarms built into the track), as well as possibly some tracks from Metroid II (where there are some audio channels that sound like sound effects of various sorts and don't necessarily loop with other channels): see https://vgmrips.net/packs/pack/metroid-ii-r...-samus-game-boy to listen to them (this combination seems to be the case in the "Omega Metroid area" track, though it's inconclusive whether that noise channel is being used to contribute music or SFX).

This post has been edited by Glenn Magus Harvey on 7th April 2022 22:58

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Posted: 8th April 2022 00:56

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Besides the FF6 tracks you mentioned (been well aware of those for a long while), the only other track I can think of off the top of my head is from Chrono Trigger, the Future overworld theme. It has a windy sound effect built into it.

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Posted: 8th April 2022 08:46

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Oh yeah there are multiple Chrono Trigger tracks like that. Magus's theme also has a wind sound built into it.

--------------------
current games (2024-02-19):
Fairy Fencer F ADF
Pokémon Perfect Crystal

finished so far this year:
Gato Roboto
drowning, drowning
New Super Mario Bros.
TMNT 3: Radical Rescue

tabled: Lost Ruins
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Posted: 12th April 2022 07:55

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Thought of a few more examples:

* The track "Abandoned Pit" from Castlevania: Symphony of the Night includes a variety of wails and creaks.

* A weird example: During the Super Mario RPG credits theme "Happy Parade, Delightful Parade" there's one specific point when Mallow plays a cymbal crash on screen. The music is timed to actually have a cymbal crash at that moment. Emulators may mess up this timing right, in my experience (I've played it on both actual hardware with genuine cart and PC via emulator and noticed this difference).

* In a sort of "opposite" example, the "yoku blocks" (appearing/disappearing blocks) noise is incorporated into Yoku Man's stage theme (like, basically as an unpitched percussion instrument) in Mega Man Unlimited, a fangame. This sound effect adds to the trolly nature of the level, which is (unsurprisingly) filled with yoku blocks.

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current games (2024-02-19):
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Gato Roboto
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New Super Mario Bros.
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Posted: 14th April 2022 02:58

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I always figured this combination was done for technical efficiency, especially where the SNES gen and older are concerned. I wonder how long this was actually being done (if it isn't still being done?)

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Posted: 17th April 2022 01:27

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I'd presume it's still done, and even more possible these days, because you basically can just record all the sounds you'd ever want into your audio track nowadays, and you don't even need to share audio channels anymore.

--------------------
current games (2024-02-19):
Fairy Fencer F ADF
Pokémon Perfect Crystal

finished so far this year:
Gato Roboto
drowning, drowning
New Super Mario Bros.
TMNT 3: Radical Rescue

tabled: Lost Ruins
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