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.
@theoutrider @pastelbat the other famous example i really like is literally the entire soundtrack to Banjo Kazooie https://www.youtube.com/watch?v=0-IZaebZ43Y
@theoutrider @typhlosion Also thinking about this kinda stuff, Crypt of the Necrodancer does this stuff really well, especially in Zone 3 ( https://www.youtube.com/watch?v=L5jKseU-5Hs )
Nier Automata seamlessly swapping to 8-bit whenever you go into 9S' hacking minigame was simple but super-effective in a similar way to The Messenger, in that you feel transported, but still 'adjacent' to the main game.
(The game uses absence of this music later on to make really disquieting hacking sequences feel distinct, too)