things you can do, as a studious musician, with module music formats (mod, xm, it...):
- open em in trackers and study how they work without having to transcribe them manually
- reuse their instruments in your own work
- when writing demos/games, allow the executable and music to interact precisely (e.g. visualizations, dynamic bgm)
- easy seamless looping

things you can do with rendered audio (mp3, wav, ogg...):
-
- chop them up for samples?
- transcribe if you're some kind of cool kid i guess

@theoutrider yep!! you can sorta use midi for similar functionality, but it's gonna sound garbage unless you include your own softsynth or some samples for the notes to play, and tbh at that point you may as well just use a tracker format

@theoutrider @typhlosion is that the one they used that made the music dynamic in Tie Fighter? I remember there was a lot of hubbub about the digital rereleases, and not going for the CD-ROM version, because when it was released on CD they just cut all that stuff and used Star_Wars_Music.wav regardless of what was going on ingame.

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@typhlosion @theoutrider Ah! Thankyou Kas.

I honestly didn't know these formats had modern equivalents that were easily accessible, and I wanna do more sound & music stuff for gamedev projects, so this is super helpful to learn about, it opens up so much potential for cool stuff being practically achievable for me. ✨

@pastelbat @theoutrider the main problem with tracker formats in the year of our lort 2019 is that tracker interfaces still look like this

@pastelbat @theoutrider here's renoise, a proper modern DAW (with VST support and everything) which is also a tracker, for good measure

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