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Something I adore about console games of bygone era is how the same sound channels handle both music and sound effects, so triggering SFX takes priority over music, causing it to drop samples and sound different.
And yet, I never see anyone as much as acknowledge that happening. Do people just not care either way?
>>
If you only have a few sound channels in your sound chip, you gotta sacrifice one occasionally to play sound effects (whether they are samples or instruments/sounds generated by the sound chip).

Not the same as CD music cutting out to play audio though. For CD music, it's more like the game disc loads all the data to play and then sets itself back to a music track in order to play through it and loop back to the beginning.
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I hate it. I can never enjoy the SMB3 music because half the time it isn't playing.
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>>11994893
It plays correctly in Mario Maker. :^)
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>>11994840
One dude who ports NES games to SNES has recently started adding recordings of original NES audio as streamed MSU-1 audio tracks in his ports to prevent that very thing from happening.
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>>11994840
You never see a great many things because you're too busy trying to contrive obtuse ways to be relevant and shitposting them. Meanwhile, people who aren't underage soibois have writing code that mitigates the impact of a limited number of channels for decades.
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>>11994996
>tries to sound smart
>"have writing code"
>>11994840
This is something that happened even on high powered (for the time) arcade machines as well.

I kind of enjoy in-game slow down too when too much shit is on the screen. But not when it's constant.
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>>11994840
I always hated that. Though it explains why so many games had a Sound Test option.
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>>11994989
Does that affect audio quality?
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>>11995506
Take a wild guess.
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>>11994840
I have always disliked it and have never talked about it because I perceive it to be generally beneath notice somehow I guess. It's just an annoyance that I stop thinking about when I'm not experiencing it.

It surprises me to see you saying you like it. I guess it can be cool when the music changes in an odd way because of it. But for the most part, to me, it's just an unfortunate consequence of a compromise the game developers had to make.

>>11994996
You are the worst poster in this thread by far.
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>>11995506
Yes, it allows for higher quality more equivalent to CD music.
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>>11994840
Adore? That's something I honestly fucking hate about the the NES.
>>11994893
I have the same problem with Zanac. The music in that game kicks ass but I can never hear all of it because of all the shit that game constantly throws at you. You have no choice but to always be shooting shit and cutting out parts of the music.
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>>11997904
>Adore? That's something I honestly fucking hate about the the NES.
You're just not as quirky, interesting, and special as OP.
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>>11998609
You're right, I'm none of those things. Big fucking deal. I'm boring and I like it that way.
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>>11994840
it all depends on the sound
WHIRWHIRWHIRWHIR
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>>11999594
I want to say that this is the most annoying sound effect of a major NES game, but it's not even the most annoying sound effect in its own game - that dishonour belongs to the landing sound.



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