loveydovey wrote:What would the differences be between streamed MIDI music vs sequenced MIDI music? Simply disc space usage?
(expanding a bit on what Cedille posted in Post #6: )
"Streamed MIDI music" means that the music was recorded beforehand using the composers' own sound equipment. Their equipment will likely have higher-quality instrument samples, special effects, and give them more control over the mixing. The game will contain these recordings, and it just has to play them back as they are.
"Sequenced", on the other hand, means that the game contains music data in the form of sequences and samples, and the game uses them to generate the music by itself. The console can't do the same stuff that the composers' dedicated sound setups can, so the original sequences may have to be scaled back, and the samples are of lower quality.
Summary:
Using pre-recorded streaming music gives the composer/sound team more control over how the music will eventually sound in-game. Sequenced music is more limited, and its sound is dependent upon the power of the console and the skill of the sound programmers.
loveydovey wrote:Maybe I'll inquire little further if you don't mind. A sequencer plays sounds it's been instructed from a bank of samples; what does a sampler do? My understanding is that it holds a bunch of samples but as you say consoles since the SNES now all have a sampler (and not a sequencer), than how does sequenced music get played in the absence of a sequencer? Does a sampler also handle the duties of a sequencer?
I'm not an expert on audio hardware, but this is how I understand it:
A sampler is a piece of hardware that is given audio samples and information on how to play them (pitch, volume, length, etc.). This is the role of a console's sound chip (from the SNES on): it takes audio samples and plays them back based on the information they're given.
A sequencer is just software that records or reads musical sequences. It doesn't technically have the ability to play back music, it just interprets the data and sends it to something that can.
A game's sound program is what passes the samples and audio data off to the console's sound chip to be processed and played. How a program actually works likely varies from game to game.
The game's music program may take the form of a sequencer, reading back the music data and determining what samples need to be played and how to play them, then sends it all off to the sound chip (sampler) for actual playback.
And so, yes, a live performance would be recorded and included in the sample bank as an instrument, and when the sequencer comes across the instructions to play that "instrument", it sends the clip off to the sound chip to played.
...But then again, I could be totally wrong.