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Sonic mania intro music midi4/23/2024 ![]() Either way, it's going to be a great game that prooved the justice of our culture. 300MB sounds excessive for an intro animation, unless they chose to compress it less efficiently than something like YouTube. I'm not saying that my theory earlier is the only explanation, I was just using existing numbers to try and justify why it might be feasible. ogm video, although they might not want to use that for Mania if the intro video is HD because that would require a lot of CPU time to decode compared to H264 which is supported by most CPU's natively now. Since all of the remasters used Ogg music, I don't see any reason why they'd switch to a different format for Mania. The stage music tracks were all roughly 1MB, most less, some more. I think it's fair to compare to Sonic CD since it had 4 tracks for every stage and 2 completely separate soundtracks, totaling 71 tracks. ![]() Your music file size estimates are little high. What if they go with standard definition video to be consistent with the rest of the game? But we don't actually know what format or resolution the video will be. The actual numbers could be about half of that. Animation is less complicated, it compresses a lot better than actual camera footage. The numbers on that site aren't applicable either. The opening was just over 90 seconds, but the good and bad ending videos were several minutes long, plus pencil test. Not trying to completely dismiss your theory-anything's possible! Just seems unlikely to me, and I definitely would not go in expecting anything like that.Ĭlick to expand.Sonic CD had 9 minutes 23 seconds of video. I doubt Sega would be interested in doing that considering 2.38 million copies of SEGA Mega Drive and Genesis Classics have been sold, as well as 340k for "Sonic CD" by itself, and both are regularly in Steam sales, meaning they periodically receive spikes in purchases. Also including the classic games would seem a bit counterintuitive considering "Mania" has updated versions of zones from all of them, and the price for all four classic games on Steam adds up to $20, so if they did that they'd essentially either be giving all the classic games away for free (or I guess you could look at it as paying for the classic games and getting "Mania" for free). Provided you have a high-quality FM or wavetable/SoundFont synthesizer, the MIDIs sound very good.Click to expand.When it comes to the download file size for "Mania" as pointed out I'm sure the HD video for the opening animation will be a decent amount, and maybe they decided to have the music be lossless instead of compressed or at a higher bit rate then they thought there were going to do. Mistakes aside, I think SEGA did a pretty good job of converting the Mega Drive soundtrack to PC FM and General MIDI formats. Such issues can be fixed with a MIDI sequencer, but it is pretty sloppy that the MIDIs ended up like that in the final product. The cut notes were possibly introduced by a conversion tool the composers used, as the affected notes happen to be ones that repeat the preceding note. I decided to look through all the MIDIs with a sequencer, and I found several other cases of notes that appear to be mistakenly truncated in the GM version (in the FM version, some cut notes are fully intact while others are missing entirely), although these are less obvious during playback. ![]() I also noticed a cut note in the lead from Flying Battery Zone Act 1. In the Act 1 boss theme, three of the sustained notes in the opening chords are cut short. Unfortunately, I noticed some oversights in the General MIDI version of the soundtrack (and to a lesser degree, in the FM Synthesizer version). The General MIDI version of the soundtrack makes use of GM and GS features to add enhancements to the songs, such as full instrument panning (instead of just center and hard left/right), additional percussion like cymbals, and different drum kits (if the MIDI synthesizer has GS-compatible drum kits). With the Fat Man patches, some of the FM instruments are similar to the ones heard on Mega Drive, such as the lead synth in the Robotnik/Act 2 Boss theme. ![]() Yamaha OP元 GM emulator VSTi with the Fat Man patches works well for the FM Synthesizer version of the soundtrack, while Yamaha S-YXG50 (in GS mode) and Roland Sound Canvas VA are good for the General MIDI version, although SCVA is not free.įor the most part, these official MIDI arrangements are faithful to the Mega Drive songs. I am using Falcosoft SoundFont MIDI Player to listen to the MIDIs. I have been a longtime fan of Sonic & Knuckles Collection (I still have the original CD), and I am glad to have all the MIDIs perfectly extracted for general listening. Correction regarding the description: Tracks 1 through 56 are the FM Synthesizer versions, while 57 and beyond (to 112) are the General MIDI/wavetable synthesizer versions.
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