28 channels?!? This thing is a *U N I T* . *Slaps roof of Yamaha Soundchip* "That bad boy can fit so many samples in it." Mitsuyoshi: "Just as my power requires." *Activates lens flare*
This is the YMF292 right? (same chip used in the Sega Saturn) This absolute unit has *32* PCM channels, yes this game doesn't even use all of them. Plus, multiple channels can be hooked up together for FM synthesis (yes, Sonic Jam doesn't do *any* sound emulation) and there's no limit to this: you can even have a single 32-operator FM channel if you want. Absolutely bonkers. Source: en.wikipedia.org/wiki/Yamaha_YMF292
@@TheLoveMario the Saturn has the single 32-channel YMF292 PCM chip (but unfortunately the Saturn versions of Daytona use CD Audio music) but no, this Daytona arcade machine has two, 28-channel YMW-258-F PCM chips for a total of 56 sound channels (28 for music and 28 for sound effects and speech). so here, all 28 "music" channels are (one of the two chips is) used. As for what you said about Sonic Jam on the Saturn - that's not right either sorry. The FM synthesis on the YMF292 uses *samples* as the waveforms that are modulated together rather than the on-chip-generated waveforms that the Mega Drive / Genesis' YM2612 / YM3438's FM synthesis modulates together. I believe the "added content" music in Sonic Jam is a mixture of sample-based and "streamed" PCM music on the YMF292, while the music in the classic Sonic games is simply CD Audio recordings of a Mega Drive / Genesis playing the music.
@@RWL2012 The Saturn versions of the Daytona music are *far* superior to the arcade originals though. They are the definitive versions and don't sound tinny and weird. The originals are a fascinating technical curiosity but not great sounding productions.
I think soundtrack of this is the most optimized music ever made, not just efficient, but is very artistically done to the hardware limit. Sega's Daytona USA was peak arcade game, insanely high framerate and life-like sound, only downside is 90s 3d polygons limit.
It's not MIDI but it's similar - every "song" is a series of programmed instructions that tells the sound hardware what sounds to play and when. Each drum hit, synth sound, voice clip etc. are raw audio samples (sort of like WAV files) stored bit-by-bit on a ROM chip - there's no "file structure", each sample will take up x bytes and the next sample will start immediately after. The sound "CPU" will read the sound "program" and tell the other sound hardware to play the sounds in sequence, sort of like MIDI, but can also loop indefinitely by jumping back to a certain point of the program.
Not midi, but "Mod" files. They store simple sound samples and play them with changing frequencies and volumes and effects, thus producing really high quality music with few resources, the diference with Midi is that the midi instruments are "standard" whereas mod samples are unrestricted
@@santitabnavascues8673 You probably mean General MIDI, which is a different thing. MIDI by itself is just a protocol, whereas General MIDI is a standard that defines what instruments should be used.
This is probably due to the sound engine used to create the soundtrack. Switching channels allows for subsequent notes' decays to overlap, creating a more polyphonic sound (if the empty channels are available).
acrouzet Correct, the engine will play a note on the first available free channel in range of the current index. This essentially means that if a note was played it will play on channel 0 and another note is issued while the sample has not finished yet, it will look if channel 0+1 is free, if it isn't then channel 0+2 etc. When a new note is issued and no free channel was found, channel stealing applies. This also is essentially how most if not all MIDI modules work, so it won't surprise me if the sequence data is MIDI or something closely resembling it.
@@acrouzet Huh. I always thought it was dev intentional to spread the notes all over the place for the illusion they were always there. Kind of to prevent the player from noticing some of the channels being cut off from sound effects.
Everybody sing it "DAYTONAAAAAAAA LET'S GO AWAY (LET'S GO AWAY)! DAYYYYTONAAAAAAAAAAAAAAAAAAAAAAA!!! WE HEE WEE YA HEE! WEE HEE!!!" God I love this soundtrack, thank you to you and the guy that requested this!
As a Floridian, this music reminds me of the Daytona 500 or the Daytona International Speedway located in Daytona Beach, Florida. Big shoutout to mister Takenobu Mitsuyoshi for the vocals made by a Yamaha soundchip! It is truly the Mario Kart of Volusia County and to SEGA as well! DAYTONA~~~~~~! Rolling START~~~~~~~~~~~~~~~~~~~~~!
NGL after trying to make remakes of this set of songs, i realize theres no easy way to compile vocal's only especially when the channels are THIS chaoticly playing samples LMAO
❗ Two chapters are mapped into existing chapters • SMG (Super Monaco GP) Conflicts with "H.O (Hang On)" at 22:21 *Position in video: **23:22* • TOR (Turbo OutRun) Conflicts with "ORS (OutRunners)" at 22:29 *Position in video: **23:28*
28-channel PCM with random channel assignment, love it haha - shame the Saturn version(s) mess up the music when technically it could have sounded like this (like it should), but no they went with "better" CD Audio :/ The King of Speed and Sky High are actually decent tracks imo, shame they're at a low background level in-game and drowned out by the engine sound, not helped by the noise of the arcade / volume lower than it should be and stuff like that. the vocals sound kind of amusing because of the looping samples :P
The most incredible thing of all is that even with me not hearing the segment with the song, I can perfectly make all the different things fit. For me it was the unoriginal EEE AAA EEE, so yeah
its probably assigned that way using some algorithm where the devolpers would run the song charts through. if you had the algorithm you could change it to say: the same two channels for similar sounds, so it wouldnt be jumpy. or just use the original charts themselves however you wanted after reverse engineering the "patched" ones in the game using the algorithm. it would maybe be easier if instead, the algorithm is running in the arcade machine itself during gameplay, in which case you could change the game and have it output however you wanted. that would require source code probably though, for daytona usa, i mean. or maybe the hardware does that automatically using some internal procedure to assign samples to unused channels at that point in time and decide which ones are less important and can be overwritten. in which case, an emulator fix could be done instead. much easier. i dont know which one you would need.
28 channels?!?
This thing is a *U N I T* .
*Slaps roof of Yamaha Soundchip*
"That bad boy can fit so many samples in it."
Mitsuyoshi: "Just as my power requires." *Activates lens flare*
Mitsuyoshi: Ah ah Yamaha soundchip goes brrrrrrrrr
This is the YMF292 right? (same chip used in the Sega Saturn)
This absolute unit has *32* PCM channels, yes this game doesn't even use all of them. Plus, multiple channels can be hooked up together for FM synthesis (yes, Sonic Jam doesn't do *any* sound emulation) and there's no limit to this: you can even have a single 32-operator FM channel if you want.
Absolutely bonkers.
Source: en.wikipedia.org/wiki/Yamaha_YMF292
@@TheLoveMario The more you know! Thanks for this. And I always thought Sonic Jam sounded different from most other Saturn Games and now I know why.
@@TheLoveMario the Saturn has the single 32-channel YMF292 PCM chip (but unfortunately the Saturn versions of Daytona use CD Audio music)
but no, this Daytona arcade machine has two, 28-channel YMW-258-F PCM chips for a total of 56 sound channels (28 for music and 28 for sound effects and speech). so here, all 28 "music" channels are (one of the two chips is) used.
As for what you said about Sonic Jam on the Saturn - that's not right either sorry. The FM synthesis on the YMF292 uses *samples* as the waveforms that are modulated together rather than the on-chip-generated waveforms that the Mega Drive / Genesis' YM2612 / YM3438's FM synthesis modulates together. I believe the "added content" music in Sonic Jam is a mixture of sample-based and "streamed" PCM music on the YMF292, while the music in the classic Sonic games is simply CD Audio recordings of a Mega Drive / Genesis playing the music.
@@RWL2012 The Saturn versions of the Daytona music are *far* superior to the arcade originals though. They are the definitive versions and don't sound tinny and weird. The originals are a fascinating technical curiosity but not great sounding productions.
0:45 That was fun to watch
14:21 is also 😙👌
i vote for 19:13
I think soundtrack of this is the most optimized music ever made, not just efficient, but is very artistically done to the hardware limit. Sega's Daytona USA was peak arcade game, insanely high framerate and life-like sound, only downside is 90s 3d polygons limit.
Without seeing this visualisation, you'd think this is CD music.
I'm impressed to find out that the Daytona USA soundtrack is a series of MIDI files!
The Saturn version is CD Audio but I prefer this original arcade PCM chiptune version
It's not MIDI but it's similar - every "song" is a series of programmed instructions that tells the sound hardware what sounds to play and when. Each drum hit, synth sound, voice clip etc. are raw audio samples (sort of like WAV files) stored bit-by-bit on a ROM chip - there's no "file structure", each sample will take up x bytes and the next sample will start immediately after. The sound "CPU" will read the sound "program" and tell the other sound hardware to play the sounds in sequence, sort of like MIDI, but can also loop indefinitely by jumping back to a certain point of the program.
Not midi, but "Mod" files. They store simple sound samples and play them with changing frequencies and volumes and effects, thus producing really high quality music with few resources, the diference with Midi is that the midi instruments are "standard" whereas mod samples are unrestricted
@@santitabnavascues8673 You probably mean General MIDI, which is a different thing. MIDI by itself is just a protocol, whereas General MIDI is a standard that defines what instruments should be used.
How many channels does the arcade hardware support? Where do the sound effects go (race cars, pit crew chatter, etc.)?
This soundtrack is a landmark technical achievement in the history of music
It's like every new note is played on a different channel. Excellent visualisation though, as always.
I wonder why they chose to do that.
This is probably due to the sound engine used to create the soundtrack. Switching channels allows for subsequent notes' decays to overlap, creating a more polyphonic sound (if the empty channels are available).
acrouzet Correct, the engine will play a note on the first available free channel in range of the current index. This essentially means that if a note was played it will play on channel 0 and another note is issued while the sample has not finished yet, it will look if channel 0+1 is free, if it isn't then channel 0+2 etc. When a new note is issued and no free channel was found, channel stealing applies.
This also is essentially how most if not all MIDI modules work, so it won't surprise me if the sequence data is MIDI or something closely resembling it.
@@acrouzet Huh... neat!
@@acrouzet Huh. I always thought it was dev intentional to spread the notes all over the place for the illusion they were always there. Kind of to prevent the player from noticing some of the channels being cut off from sound effects.
24:42
DAYTONA USA
COMING SOON
ONLY ON
SEGA SATURN
1:18 Oh hello, you! Welcome to Fact Hunt!
Larry Bundy Jr
@@HuntersMoon78 oh word? I thought this was about Nostalgia Critic
1:20 fucking amen break, it's on everything and it makes everything sound good.
I also think it's used extensively during "Start Your Engines"
The amen break is a gift from god
Everybody sing it "DAYTONAAAAAAAA LET'S GO AWAY (LET'S GO AWAY)! DAYYYYTONAAAAAAAAAAAAAAAAAAAAAAA!!! WE HEE WEE YA HEE! WEE HEE!!!" God I love this soundtrack, thank you to you and the guy that requested this!
As a Floridian, this music reminds me of the Daytona 500 or the Daytona International Speedway located in Daytona Beach, Florida. Big shoutout to mister Takenobu Mitsuyoshi for the vocals made by a Yamaha soundchip! It is truly the Mario Kart of Volusia County and to SEGA as well!
DAYTONA~~~~~~! Rolling START~~~~~~~~~~~~~~~~~~~~~!
@@robinhoodproductionsltd.1633Its actually based of that track. I'm a nascar fan and its used in a nascar arcade game
Im gonna sing the the «rolling staaaaaaaart» in my friends cover of the king of speed he is making. Its a dream come true lol
Unbelievable what great music they were able to create with simple fairly low quality samples.
Wow, that’s a large amount of channels in that oscilloscope view! Awesome!😄🤩😎👌
I knew this tune sounded like a ringtone, now I know why!
@@Naltrex which tune...?
@@Naltrex Okay, whenever you post this, Ima block you!😠😡
I love this soundtrack Takenobu Mitsoyoshi is an awesome composer xx
*"DAY~I~TO~NA~~!" chants intensify*
This FEELS like its at the right speed too! Love love love it.
Thanks for introducing me to another great composer.
This is a perfect visual example of showing how you can make more diverse audio by switching instruments through tracks on the fly.
18:53
19:26
20:00
Welcome to victory lane! You made it!
NGL after trying to make remakes of this set of songs, i realize theres no easy way to compile vocal's only especially when the channels are THIS chaoticly playing samples LMAO
24:42 AFAIK this is actually used. If you set-up the game to advertise the Saturn version, this will play.
No it's when u enter your initials as LGA
Something I never noticed before was the Amen Break sample snuck in.
And everyone back then believed it was CD music
❗ Two chapters are mapped into existing chapters
• SMG (Super Monaco GP)
Conflicts with "H.O (Hang On)" at 22:21
*Position in video: **23:22*
• TOR (Turbo OutRun)
Conflicts with "ORS (OutRunners)" at 22:29
*Position in video: **23:28*
Man this looks really awesome
The sound chip used for the game was the Yamaha MultiPCM.
24:42 *DAYTONA USA* AVAILABLE NOW ONLY ON SEGA SATURN
24 music tracks leaving room for button sounds of the first 32 bit got I love SEGA
25:36 Awaiting Your Entry is such a good tune. Makes me feel like I'm in the drivers' parade before the big race.
G A M E O V E R G-A-M-E-O-V-E-R GAMEOVERGAMEOVERGAMEOVER
GAMEOVER
18:16
18:24
18:34
A new winner!
God this soundtrack is always gonna be one of my top favs
Holy shit! How many channels and how many tracks, damn this must have took you f*cking ages!
28 channels, 45 tracks; took me about a day and a half to complete.
@@acrouzet Oh bloody hell
@@acrouzet Thanks for adding Lotus II (ST) to your list, much appreciation for your hard work.
Ok this is epic
i love this
28-channel PCM with random channel assignment, love it haha - shame the Saturn version(s) mess up the music when technically it could have sounded like this (like it should), but no they went with "better" CD Audio :/
The King of Speed and Sky High are actually decent tracks imo, shame they're at a low background level in-game and drowned out by the engine sound, not helped by the noise of the arcade / volume lower than it should be and stuff like that. the vocals sound kind of amusing because of the looping samples :P
Very interesting, although every sample could be played in the same channels always, they look like they're dynamically scheduled in real time
oh so thats why it sounds like that
why is the best full song the unused one (Sad)
Edit: Nevermind this is oner of the best easter eggs ever made in a game
Blue, blue skiiiieees!
Finally, some bars I can hear and watch
sorry I didn't see the comment section any ways...
this is good music oscilloscopes can measure good data just good music overall
ROLLING STAAAAAAAAAAAAA
Daytona players 🤝 Katamari players
Songs about rolling star(t)s
Please tell me I can get the isolated samples.
Pleeeease!!!
Is it jsut me or would this be an awesome screensaver?
21:18 Now, list your name with the other champions!
7:57 "Brain dead memes, brain dead memes...brain dead memes"?
I think its just like: WE HAH HEE WE HAH HEE WE HEE
No:
We can't eat,
We can't eat,
We can't eat,
We eat
DAYTONAAAAAAA.
The most incredible thing of all is that even with me not hearing the segment with the song, I can perfectly make all the different things fit. For me it was the unoriginal EEE AAA EEE, so yeah
@@official.SeanUnits yes
0:56 Please, select a race course!
" We Cant Eat.. We Eat Cant Eat"
I HIGHLY RECOMMEND DOING MORE AM2 OSTS! What’re the chances of doing Sonic the Fighters?
any chance to download the files used for this?
deli tuna let's going away
we ee
we eh ee
これは面白い!
i wonder if it is possible to rearrange the oscilloscopes to have a meaningful relation to the actual music?
its probably assigned that way using some algorithm where the devolpers would run the song charts through.
if you had the algorithm you could change it to say: the same two channels for similar sounds, so it wouldnt be jumpy.
or just use the original charts themselves however you wanted after reverse engineering the "patched" ones in the game using the algorithm.
it would maybe be easier if instead, the algorithm is running in the arcade machine itself during gameplay, in which case you could change the game and have it output however you wanted. that would require source code probably though, for daytona usa, i mean.
or maybe the hardware does that automatically using some internal procedure to assign samples to unused channels at that point in time and decide which ones are less important and can be overwritten. in which case, an emulator fix could be done instead. much easier.
i dont know which one you would need.
What sound-chip did it used? It looks like a lot of PCM channels...
It used a Yamaha YMW258-F
@@RoddyDev two of them for 28-channel music and 28-channel sound effects
Those easter eggs are funny, are they triggered by entering that name? Also, 21:15 sounds really dumb.
Please can you try and isolate the vocals...? :P
many racing games music is dog shit, but sometimes theres game like daytona usa that has amazing music
How is this visualization made???
DOOT DOOT DOOT DOOT DOOT DOOT DOOT DOOT DOOT DOOT
28 channels
bruh
allows the notes to be randomly allocated to channels to allow for overlapping note decays
@@RWL2012 yes
wtf did I just listen to
0:45 That was fun to watch
14:21 is also 😙👌
that epic ending with that amazing drum brake (0:45) has always blowned me away. Reverence and admiration to Takenobu Mitsuyoshi
why is this comment similar to the top one?