It's a scary tune. I have playlists of Sonic remixes, and I had several versions of the drowning theme lumped together. I deleted a lot of them from the list and separated the others cuz after hearing it five times in a row, I was getting pretty freaked.
In Sonic Adventure 2: Battle and Sonic Heroes, Amy uses the Sonic 3 jump sound every time she jumps. Cream uses a much higher-pitched version of said sound in the latter game.
Yo thanks for the upload! I value videos like these, as I like to add in these sound effects at the ends of some of the actual songs from the game. For instance, I edit the Labyrinth Zone theme by adding the drowning theme and then the drowning sound effect at the end of the actual song in order to give it a more potent sensation to the track! 🎶♥😀
EDIT: There's a correction in the comment below me. Read that too. @Hooda the Antagonist The majority of the SFX in these Sonic games is FM, whereas the CD game uses PCM samples. You can often tell based on which channel cuts out. As an example, in the non-CD Sonic games, the drums never cut out no matter what is going on. The Genesis proper only has one "PCM" channel, and it is used primarily and nearly exclusively for drums. All of the sound effects have to drop out one of the melody channels in order to play. In Sonic CD, the Genesis's main sound chip is almost never used, with all of the music and sound effects instead coming from the Sega CD's new chip. All of that music uses PCM samples, similar to the SNES. Well... almost. The Past tracks use the new sound chip, but the Present/Future tracks are streamed directly from the CD, which is part of what causes the long delay when switching versions of a level, and it's also why the Past tracks will work off an ISO rip of the game, even though only the CUE/BIN/WAV dumps have the CD tracks (more technicalities, won't go into that now). So we go back to asking if anything drops out. If any part of the music has to drop out while in the Past, the samples are PCM. Otherwise, they could either be on the Genesis chip as either FM or PCM. The CD SFX are notably more intricate and also lower quality (particularly in emulation), meaning that they were likely PCM. Emulators increase the quality of the FM chip to run at a sample rate of 44.1 kHz, but they can't do much about the PCM chip. That's both why most Genesis games sound so much better in emulation and why the Tesla Coils in Sonic Spinball sound worse. Any PCM samples can't get an improved sample rate, as they are recorded at one rate and are stuck at that rate. As such, they sound degraded compared to the FM samples. As for getting higher to conserve space, you can save space on PCM by just playing them with a lower sample rate. This can take half as many samples. Higher-pitched samples don't change the size, but shorter samples do. In fact, if compression is used, higher pitch is harder to compress. The samples likely just changed pitch due to the artists deciding that it stuck out over the music. The music got more involved as the games went on, and the sound effects still needed to be heard over the commotion. Raising the pitch is a good way to make them stick out. Anybody, feel free to correct me if I'm wrong on any of this.
@@rayredondo8160 Sonic CD uses the YM2612 (FM) for all sound effects except for the Collision Chaos bumper, Sonic's "Yes!," Amy's yelp, Palmtree Panic's boss, and a glass shatter effect. The rest have all been recreated, even ones that don't use the YM2612 at all. For example, Sonic's jump is noticeably different as in the Genesis games, it used the SN76489, which generates pulse waves. CD uses a sine wave, so it sounds much different.
I started playing LOZ Oracle of Ages and realised that the continue jingle from Sonic is used when you play the warp song, and the warp sound is used when you go in a time warp in that game.
The sound of continue is when you have 10.000 points with all levels & chaos emeralds (perfect: ???) and the spring is a jumping obstacles & new perfect times with movement on vertical, horizontal & diagonal.