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The SECRET of Super Mario Wonder's Sound 

Cadence Hira
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Let's talk about the history of the Mario series' interactive audio, and how it let to the creation of the Mario Wonder note block (or marimba block). MUSIC THEORY
Special thanks to my sister for the Mario Odyssey footage, and Red Slendy for the fun subtitles!!
Also I just realized I left 2 min of empty space at the end of the video lol oops pls ignore
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Bandcamp: cadencehira.ba...
Soundcloud: / cadence-hira

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25 сен 2024

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Комментарии : 457   
@Meatball132
@Meatball132 10 месяцев назад
You were right about a couple things you were unsure about: Nintendo has their own middleware called "NintendoWare" that handles not just audio, but also UI, 3D graphics, and particle effects - each of which is a separate system that can be used independently of one another. They provide NintendoWare for free to all first and third party developers, but in many of their more recent games, like SMBWonder, Nintendo seems to be using some sort of first-party-only successor for audio in particular (still using NW for UI and graphics). Also, that rolling ball Mario Galaxy track is indeed basically just MIDI data (not literally MIDI, but Nintendo's own comparable format from the middleware Galaxy uses - one of NintendoWare's predecessors, called JSystem). Incidentally, Mario Galaxy also has sound effects that harmonize to the music, like launch stars which play an arpeggio as you jump into them. Lastly, I looked into SMBWonder's level data, and the "xylophone blocks", as they're called, don't have any sort of setting attached to them that indicates that they should play a specific note in the scale. I imagine it's probably checking how many xylophone blocks are adjacent to the one you're stepping on in each direction, or something similar, and determines the note that way (and to make it follow the melody, they'd just only define one note for the whole scale for the particular song in question). But it's hard to know for sure without digging deeper.
@xaigamer3129
@xaigamer3129 10 месяцев назад
missed opportunity to call it warioware
@PhoneyX
@PhoneyX 10 месяцев назад
​@@xaigamer3129 the MarioMare™
@raaymonf
@raaymonf 10 месяцев назад
hi newer super mario bros wii music producer person how you doing
@RedStoneMatt
@RedStoneMatt 10 месяцев назад
Okay I was about to say I didn't expect to see you here, but thinking again about it, yes, I totally expected that and it actually makes lots of sense.
@RedStoneMatt
@RedStoneMatt 10 месяцев назад
@@xaigamer3129 iirc, the prececessor to the nintendo dev portal was named somethign similar to warioware. There are traces of that in the Wii SDK
@tiltman_420
@tiltman_420 10 месяцев назад
underrated channel alert
@plutostudios1417
@plutostudios1417 10 месяцев назад
glad you said something
@Gernou5
@Gernou5 10 месяцев назад
true
@ok-no9ih
@ok-no9ih 10 месяцев назад
Yasss
@LandonEmma
@LandonEmma 10 месяцев назад
Girl! Alert!
@willissudweeks1050
@willissudweeks1050 10 месяцев назад
Thumb farmer alert
@regigigaswithpants
@regigigaswithpants 10 месяцев назад
Fun fact: if you play this game with joycons, they actually play the note blocks notes *through the joycons*
@clonetheory3343
@clonetheory3343 10 месяцев назад
and the pro controller
@gaker19sc
@gaker19sc 10 месяцев назад
Through rumble?
@ep5659
@ep5659 10 месяцев назад
It also eats through your battery way faster. Especially with the short battery life of the joy cons. Motors and audio amplifiers require a lot more electricity than just checking if a button was pressed every 10ms or whatever is suitable. You can have rumble without the music enabled in the ingame settings. I found that was a nice compromise. Or you can just turn rumble right off in the Switch settings. Don't get me wrong, I loved this little feature. But, I'd rather play an extra hour without charging the gamepad.
@DAJTheYouTuber_2007
@DAJTheYouTuber_2007 10 месяцев назад
i need to try that out
@mariotheundying
@mariotheundying 10 месяцев назад
@@ep5659 audio amplifier? But isn't it just... rumble? Its just vibrating, in a HD way or smth idk, "hd rumble"
@ManuelGenoves95
@ManuelGenoves95 10 месяцев назад
it's even better! they made the rumble motors in the pro controller buzz at the frequency of each block note. You can literally feel the music in your hands (or listen to it if you mute the game and listen carefully to the controller)
@CadenceHira
@CadenceHira 10 месяцев назад
how did i never notice this that's actually insane
@8bitbystander586
@8bitbystander586 10 месяцев назад
@@CadenceHira the rumble also play a tune when you go on those yellow speed platform things too.
@NeonGodzilla87
@NeonGodzilla87 10 месяцев назад
Golf Story does something similar, with entire sound effects coming from the rumbles
@ScuttleBugReal
@ScuttleBugReal 9 месяцев назад
you can also feel a little three note looping tune through the joycons whenever you get on one of the dash block things
@meee_5155
@meee_5155 9 месяцев назад
It also happens through the joycons
@teamcyeborg
@teamcyeborg 10 месяцев назад
I'm a little surprised Mario Maker didn't get mentioned in the examples of games that play around with their background music. When you're building a level, every piece you place says its name in tune with the background melody, which you'll often not even notice until you're dragging a line of blocks across the ground.
@CadenceHira
@CadenceHira 10 месяцев назад
true! crazy how many mario games do this
@SanderEvers
@SanderEvers 10 месяцев назад
Actually Mario Maker is one of the best games to show this. Because the note blocks also exist in that game, and they play different instruments based on the enemies that stand on them. Which basically allows you to make the most awesome custom soundtracks in the levels. (many created levels use this)
@atheneite
@atheneite 10 месяцев назад
sEmI soLId PlaTfORM
@Gnidel
@Gnidel 10 месяцев назад
​@@CadenceHiraEven the first Super Mario Bros. on NES synchronized sound effects with music! It's a tradition as old as the series itself.
@bolson42
@bolson42 10 месяцев назад
@@Gnidel I’m confused on what part of SMB1 does this. Are you talking about how the limited channels on the NES will interlace sound effects from the game with the music, so for example when you hit a block it’ll cut out one channel of the music to play the sound? Or are you referring to how some sound effects like the mushroom sound are sped up versions of actual tracks?
@helloitsbrian
@helloitsbrian 10 месяцев назад
I just love that pannenkoek has forced all game-design/game-code analysis channels to use the Mario 64 file select music when explaining advanced topics. It really makes you feel right at home. Great video!
@redrider2865
@redrider2865 10 месяцев назад
Two other examples of interactive music in Mario Wonder include brass being added to themes if you have the elephant power-up or the drums stopping when you stop running.
@AlexPies1
@AlexPies1 10 месяцев назад
percussion being added when you start walking is the simplest form of it in the whole game and yet i never noticed it in my whole playthrough, and only one person i watched play it (Dashiegames) noticed it. i was so surprised and ashamed i hadn't noticed honestly 😂
@SkullTheLegless
@SkullTheLegless 10 месяцев назад
6:52 the piranha plants also follow the logic of being unable to come out of pipes while you're standing on them, so you can prevent some of them from spawning entirely if you stand on their pipes.
@stripedrajang3571
@stripedrajang3571 8 месяцев назад
That was always the case in practically every Mario game since the NES.
@SkullTheLegless
@SkullTheLegless 8 месяцев назад
Yes, I was pointing out the fact that the singing piranha plants follow that rule.
@JamesMoney
@JamesMoney 10 месяцев назад
17:24 I can confirm that every marimba block note has its own audio file associated in it. In the Nintendo formated archive for ObjectKeyboardBlock.bars.zs, there are around 146 total .BWAV (Nintendo's binary WAV) files, split up for both the Xylophone and Metallophone. Each note is represented by a number, just as you predicted, such as ObjectKeyboardBlock_Xylophone_*026*.BWAV. This setup almost reminds me of how instrument banks are set up with sequenced, midi style music. The marimba blocks are actually one of the main reasons why I wanted to pry into the game so I could try and learn how it worked, and it struck me just how dynamic they were when playing.
@sylvanhrowberry
@sylvanhrowberry 4 месяца назад
Woah, are you one of the sound designers?
@JamesMoney
@JamesMoney 4 месяца назад
@@sylvanhrowberry Hahaha, I wish!
@micahlovescoffee0247
@micahlovescoffee0247 10 месяцев назад
I’m a massive audio nerd, and the new super Mario games were a massive part of my childhood. I just gotta say this video is absolutely fantastic
@MrCoco59f
@MrCoco59f 6 месяцев назад
The RU-vid CC on this are a work of art... colors, movement, fade outs, truly wonderful lol
@redslendy
@redslendy 6 месяцев назад
Thanks! Tbh I mainly did the subtitles as an excuse to see how long it would take to do really complicated stuff lmao (the answer is about half an hour per minute of video).
@philipschlaepfer9866
@philipschlaepfer9866 10 месяцев назад
*adam Neely but it’s even more highly targeted at my demographic*
@earlobe2477
@earlobe2477 10 месяцев назад
Great video! Portal 2 is a great example of a game that plays with music as you complete the puzzles
@amyshaw893
@amyshaw893 10 месяцев назад
I love how musical portal 2 is, like the individual puzzle elements sing. I forget specific examples, but I think the laser beams in particular have their own little tune
@MyCheeseMonster
@MyCheeseMonster 10 месяцев назад
interacting with any of the gels as well as the launchers will add little flourishes
@JETAlone12
@JETAlone12 10 месяцев назад
I've almost always heard "standard" chords described as the 1 3 and 5, with the 7 usually just being the first "extra" note that gets mentioned. This is the first time I've heard it as being a part of the chord that just happens to be typically left off. Interesting stuff how different people look at music.
@CadenceHira
@CadenceHira 10 месяцев назад
the 7th is often a defining characteristic of some chords (i.e. dominant 7) and they would completely lose a core part of their functionality/voice leading if the 7th wasn't there. the same can not be said about the higher tensions like the 9/13/etc. which usually just add color and slightly smoother voice leading.
@tommasoannoni481
@tommasoannoni481 10 месяцев назад
I would say, it depends on the context. To put it simply: A - if you're studying "classical" ("tonal") harmony, as in counterpoint etc, then yes: the 7th is considered a dissonance, and has to be treated a certain way (prepared, resolved). B - if you're studying jazz, certain pop, etc, then pretty much every chord is always played with the 7th, for the reason Cadence Hira just explained. Mostly, I would say that: - a long form "classical" work is focused on structure and development (think Beethoven/Brahms, hours of music developed using only one melody, or even just 3 notes), so it has different sections and a clear big climax, so all of that requires also harmonic planning and "holding" complexity at first. - Differently, a "hit song" (and certain game music) is more focused on giving you a relatively stable "mood", so functional harmony is used differently (maybe we could say: in "faster/quicker" interesting phrases, with 7th used already from the start - while a big orchestral work will omit certain complexity in order to introduce it only at the climax of development. This is simplyfied, but hopefully it makes sense). [Of course, with time things changes even the classical domain: "we" got culturally used to more and more "dissonance" over time, and very early counterpoint manuals from centuries ago have different "rules" than modern ones, also baroque is different from classicism, then instruments started to be tuned with "equal temperament" and therefore people could start to modulate to more distant keys (playing in every key and adding more secondary dominants, that before would sound pretty weird or outright bad, "out of tune"), and then with late-romantic the tonality was chromatically expanded almost to the limit, and then with "post-romantic" like "impressionism" (Ravel, Debussy, etc) they went back to using modes, and non-functional harmony was (re)introduced, so that colorful sounds (aka 7th chords and more) started to be used for their color and therefore outside of the "rules" named above (look how much Debussy plays around with dom7th constrant structures, there are entire sections where every chord is a dom7th chord), and then even more with non-tonal systems (even attempting the "democratization" of pitches with the 12-tones "serialism" etc etc)]. [An interesting thing, that I heard said only by one person, is that this "loosing hierarchic structure" in music (aka from tonality, to its chromatic expansion, to non-tonality) followed the historic timeline of societies and political structures, with clear hierarchies (king, princes, etc) becoming democracies, and then even the first postulations of anarchism in time for Shoenberg 12-tone system, which is pretty interesting]. One funny thing, to me, was when my old composition teacher (who started from very early "simple" counterpoint to then go forward) told me: "You see, you have been introduced to the use of the 7th on the dominant chord, and now, of course, you always use it. Why? Sometimes you could have a dominant without 7th, you know..". Another funny bit is about Stravinskij telling his teacher (Rimsky-Korsakov) that they were playing Debussy in a nearby city, and they all should go (at that time there was no youtube, nor records, so it was still pretty rare to hear music that wasn't written around you), and Rimskij-Korsakov told him: "Oh no, I won't go. I already hear his [Debussy's] music once, and I listen to it again, then I will like it. But you should go.". Sort of meaning: 'It's new and different, if I listen or study it more than once, I will then like it and I'll have to learn and write in that style too: I'm old enough for all that. But you are learning now: you should go". - Similarly to an Art teacher of mine who looking at students work said: "Ok, I don't like this one, but (asking the rest of the class) do you guys like it?" Everyone said yes (we were all estatic for it). "Then, this is the art of the future. I'm old, my opinion doesn't matter, yours matter."
@Biditchoun
@Biditchoun 10 месяцев назад
@@tommasoannoni481 Respect to that art teacher at the end tbh. Humbling.
@catrinacoons390
@catrinacoons390 10 месяцев назад
As someone who is a big fan of Celeste and it's music, I am so pleased to learn that the Mirror Temple's lights also correspond with it's chords. I love the detail you went into and it would be cool if you made a whole video on Celeste's music!
@Mart1n192
@Mart1n192 10 месяцев назад
I have hundreds of hours on Celeste and i can't believe i havent noticed the sound effects of the little light things on Mirror Temple harmonizing with the chord, im a dummy
@PavligPL
@PavligPL 10 месяцев назад
Adaptive music is one of the reasons why I play Nintendo games - their devs use it all the time nowadays and it's so satisfying every time I hear it. My favourite has to be Skydiving music from Zelda: Tears of the Kingdom. Also Music Park from Mario Kart 8 is another good example of "random" notes playing with the background music (in game it happens when you ride on a piano)
@tomalator
@tomalator 10 месяцев назад
In Zelda Skyward Sword, the Bazaar has music that changes depending on which shop you are at, and if you play the harp, it is always in harmony with the music playing around you
@joelsytairo6338
@joelsytairo6338 10 месяцев назад
I don’t understand why so many reviews of this game said it had a “bland unoriginal soundtrack” even I think the ign review did. I was so confused like did we play the same game
@Drstrange3000
@Drstrange3000 10 месяцев назад
Same. It sounds so lively.
@elcalabozodelandroide2
@elcalabozodelandroide2 10 месяцев назад
No. You did not play the same game. They hated it cuz to them it wasnt super mario wonder , to them it was "the thing that made me not play spiderman2 wahoo man"
@jahbariw5534
@jahbariw5534 10 месяцев назад
Sadness and sorrow (bossa version) mashed with the piranha plant song on the end actually took me out. Loved the references, loved the storytelling, loved the accurate music theory, loved the editing, loved the specific examples you thought of, I just loved all of it. This was extremely high quality, and I hope to see more. You've deservedly earned yourself a new subscriber :)
@SillyDogJoe
@SillyDogJoe 10 месяцев назад
One thing I love is in Scram Skedaddlers when you’re playing the wonder effect and running on the music blocks, it sounds so good!!! I wanna mod the game just to edit the level to hear what it sounds like through the whole song
@tovi3280
@tovi3280 10 месяцев назад
mario odyssey's power lines are still utterly insane to me, halfway through and praying it gets mentioned :33 edit: YESSSSSS
@Kirbo465
@Kirbo465 10 месяцев назад
Funny little fact: the music in Mario wonder can change in a couple different ways, if your elephant or not, if your moving or not, if you elephant and moving or not. If your elephant, most of the instruments and voices are replaced with trumpets, If your moving, it’s a more upbeat track, and the opposite if you not moving
@nanabobo567
@nanabobo567 4 месяца назад
I was surprised this wasn't mentioned. It's the most obvious change and the one that astounds me the most. So many things alter the base soundtrack to the game, yet it's never jarring.
@edwardperkins1225
@edwardperkins1225 10 месяцев назад
I remember the star ball you run on in Super Mario Galaxy. I was shocked the game could do that kind of sound manipulation, and that they went to all that trouble for something that only seemed to be used in that one level.
@NerissaVal
@NerissaVal 9 месяцев назад
there were a couple of those star ball levels in the game but yeah, a lot of trouble to go through for something that didn't even make up like 5% of all levels in the game.
@jkturtleswag1848
@jkturtleswag1848 10 месяцев назад
i was waiting SO LONG for someone to talk about the music in this game! Loved the video! There’s so many pleasant little quirks and details that follow the player so well and really add to the atmosphere. Makes the levels feel truly alive. I hope you enjoy your playthrough, I won’t spoil anything but I will say the music in the final few levels goes above and beyond what I ever expected to get from a 2d Mario game.
@ambleeins_door
@ambleeins_door 10 месяцев назад
The second I saw the 2 toads kissing I subscribed in a heartbeat. It's just such a funny drawing man.
@thespeedyyoshi
@thespeedyyoshi 10 месяцев назад
Wasn’t expecting this kind of video from you, but you nailed it ^w^ Also love the ukelele rendition of the piranha plants song
@enderdavid_hdde348
@enderdavid_hdde348 10 месяцев назад
3:12 when you ride Yoshi in Mario World the game just unmutes the channel 6 with has (most of the time) the yoshi drums.
@Litcheck
@Litcheck 10 месяцев назад
This vid was so fire. The tempo and structure were chefs kiss. If you enjoyed putting this together, please keep making content like this 🙏
@jinkies_
@jinkies_ 10 месяцев назад
i was really enjoying this and then the pannenkoek section took it to 11/10. subbed
@pengil3
@pengil3 10 месяцев назад
Personally, I love that the music adds extra percussion when you’re moving. The elephant powerup also does this, adding an some kind of extra brass instrument. Sadly, I prefer when adaptive music is more subtle, so I prefer the original versions.
@jackson7099
@jackson7099 10 месяцев назад
The music and sound effects have almost always been interactive and creative in implementation. This game just adds a little bit.
@JPMario
@JPMario 10 месяцев назад
I don’t think I’ve ever been fascinated by a music explanation. This was amazing
@BinzuDev
@BinzuDev 10 месяцев назад
I just realized something while playing today, when you stand still there's an instrument in the music that fades out and stops playing! Its such a small detail but it blows my mind.
@Stephen-Fox
@Stephen-Fox 10 месяцев назад
Sound effects designed to harmonize with the bgm goes further back - IIRC the earliest example in a Nintendo game I can think of for it are the sound effects for hitting enemies with your sword in Windwaker (Which IIRC a video on the game I can no longer find, delays the sound effect just enough to be in time with the music and plays a sound effect corresponding to the current OST, but I might easily be misremembering the details there)
@titanic_monarch796
@titanic_monarch796 10 месяцев назад
You're probably thinking of Scruffy's video on sound design in breath of the wild, which mentions this as BOTW does the same
@Stephen-Fox
@Stephen-Fox 10 месяцев назад
​@@titanic_monarch796 ...Really should have thought to check Scruffy when trying to double check that alongside 8 bit music theory and game score fanfare.
@titanic_monarch796
@titanic_monarch796 10 месяцев назад
@@Stephen-Fox I'm glad you found it and I'm not familiar with fanfare, so I'll check it out!
@Chubby_Bub
@Chubby_Bub 10 месяцев назад
I've looked into how the dynamic music you mentioned in ACNH was coded, and it was pretty ridiculous. Definitely some proprietary format, but we were able to somewhat reverse engineer it by listening. There's chords programmed in for all songs, as well as specific intervals at which villagers or gyroids play notes or drums, some of which are randomized. There's also a "Silent" song playing at all times for when a K.K. song isn't, it's what the villagers sing by default. Speaking of villager vocals, also used sequences for them, with specific pitches, syllables ("instruments"), pitch-bending and velocity, plus the sound depends on the personality of the villager. (Most of these seem to have been taken from Happy Home Designer, but that game used a totally different format, leading me to believe both were converted from what were originally MIDI files. And unlike in HHD, they bothered to actually make the kana syllables of Marine Song 2001 line up!) I was actually able to very tediously convert the hexadecimal data for each song into MIDI and then actual audio.
@randomjar6934
@randomjar6934 29 дней назад
I love the use of subtitles in this vid. Most people just do the bare minimum or not even bother when it comes to subtitles, but the use of color here really improves the whole and makes your points stand out (like with the drill example) great job!
@JmanMaster
@JmanMaster 10 месяцев назад
THIS VIDEO WAS AWESOMEE, really great production quality that oozes love and perfectly visualises the topic making it easier to understand! This video + your other most recent on adventure time were so amazing you have 100% earned my sub. Can't wait for more content from you! :D
@ceo_reuben
@ceo_reuben 10 месяцев назад
Thanks so much for sharing! I love video game music, and it brings a smile to my face to see others post about it. Incredible video editing too. I can't imagine timing all that stuff like you do
@FrioTheDerg
@FrioTheDerg 10 месяцев назад
The moment I heard the SM64 Menu Music and the light blue gradient background I was REALLY wondering which channel I was on, LMAO! Joke aside, great video!
@justinma
@justinma 10 месяцев назад
this feels like a speedrunning documentary but for music (amazing)
@PeidosFTW
@PeidosFTW 8 месяцев назад
The way mario games interact with music is so amazing. Mario kart is a perfect example of it, changing based on the items you use
@pjwafflewar
@pjwafflewar 10 месяцев назад
Incredible work! I love watching these videos, as well as showing some of them to my students!
@Valentin3
@Valentin3 10 месяцев назад
This video is amazing, it's very rare to find good videos from small creators on yt recommendations, keep it up! (sorry for my bad english lol
@kingshark422
@kingshark422 4 месяца назад
(Excuse my music terms I'm not aware of what to call many things) Yesterday I just noticed while playing SMBWonder that the music has this slight percussion backing in the level on top of a basic layer of percussion. When you stop moving, this goes away, and it feels really hard to spot but it makes the music really chill. It is the smallest change but it works so well and really makes it nice when you want to just stop and enjoy the scenery.
@SakanaKogane
@SakanaKogane 9 месяцев назад
Stumbled on your video randomly and I'm so glad! Mario Bros. Wonder is truly beautifully done and the music in it plays its part! Thank u for the music theory as well c':
@carrissa5479
@carrissa5479 8 месяцев назад
i've been playing a lot of mario wonder with my brother and delighting in all the care and whimsy and interactivity they out into the soundtrack, sometimes just running back and forth between the different sections of the map to hear the bass get bassier the lower you go in the fungi mines, bouncing on around on the note blocks trying (badly) to make something that sounds good other than the scale that plays as you run across. love this analysis!
@PhoenixClank
@PhoenixClank 10 месяцев назад
I was waiting for someone to explain to me why those blocks always sound so "right" together with the BGM. Thank you!
@JoseHiggor
@JoseHiggor 9 месяцев назад
3:13 i think in SMW, the channel that plays the bongo is muted when you're not riding Yoshi, and when you get on Yoshi it just toggles the channel on
@nocredits8066
@nocredits8066 2 месяца назад
Couldn´t get everything (I don´t know that much music theory) but it's cool to see how lot's of things works. Also, the editing was so cool!! even the captions syncs with the music
@DPedroBoh
@DPedroBoh 10 месяцев назад
Game maker has some sound parameters that makes this very easy, you can easily change audio pitch and other stuff together with game actions. I mostly used it to control car engine sounds when you accelerate or create some more variety in sound effects by applying random pitch changes
@fal_pal_
@fal_pal_ 10 месяцев назад
Adaptive music needs more love, thanks for making this!!
@FallenToast
@FallenToast 10 месяцев назад
You should also look into Paper Mario Origami King and it’s interactive music
@EstephAnie
@EstephAnie 10 месяцев назад
THE TOADS KISSING AT THE INTRO WE LOVE THAT
@joshelstro7581
@joshelstro7581 8 месяцев назад
I literally just finished spending about an hour obsessing over these exact details in the note blocks before being recommended this vid.
@four-en-tee
@four-en-tee 10 месяцев назад
Don't think i didn't notice the Pannenkoek reference. Very based.
@timothysalgado1036
@timothysalgado1036 10 месяцев назад
This was amazing work. I got here by searching for Mario wonder music and fell down an 8-bit Music Theory hole. Happy I’m here. Love your stuff!
@Gilthwixt1
@Gilthwixt1 10 месяцев назад
Just discovered this channel, you seem like the perfect person to ask for a video on Team Fight Tactic's upcoming set. It blows my mind that they somehow found a way to have the game dynamically mix a dozen or more different genre tracks in 3 layers and it somehow always works. I really want someone to dive into the music theory behind it because I sure as hell don't get what wizardry they pulled.
@CadenceHira
@CadenceHira 10 месяцев назад
i play an INSANE amount of teamfight tactics. the new set came out while i was working on this script and I realized they pretty much did the exact same thing lol. I would make a video on it but it would pretty much be the same video it works like this though if you're interested: 1. all of the composers for every "band" were given the same tempo, key (I'll go into more depth in a second), general chord progression (they had freedom to mess around with this to keep things genre appropriate), and amount of measures/specific sections that had to play, i.e. at x point they have to have the teamfight tactics theme play. this makes it so everything could theoretically be played at the same time and it more or less sound good; every track is a just variation of every other track. 2. then specific "branches" were composed in the same manner; i.e. every composer wrote something for the carousel and one of those compositions plays randomly during carousel round. also, after one player dies, all of the music layers branch to a new track in a different key (the beginning of the game is in A minor and the 2nd half is in F minor. also the tft theme changes to a different theme at this point) 3. EVERYTHING is chopped up into vertical layers and exists as one gigantic vertical stack. the bigger vertical traits like heartsteel and k/da most likely have layers for drums, bass, lead, texture, etc. while smaller traits like jazz or hyperpop have like maybe 2 layers. 4. the game determines which vertical layers to unmute and the volume of said layers by checking which traits you have in and which breakpoints you hit. i think it also "fills in" the track that is playing if it's missing any musical layer that would have to be there (like drums maybe) but you don't have the breakpoint to hear the drums for your main traits, so it steals a layer from something that isn't active but you have a unit in (happens often with jazz i've noticed). this is all conjecture though please screenshot this and tag Mortdog on twitter asking if it's correct new set is so fun tho fr
@DragonSlayerKillX
@DragonSlayerKillX 10 месяцев назад
omg i had no idea tft actually had this kind of music design i thought kiame was joking@@CadenceHira
@Kobob_KC
@Kobob_KC 10 месяцев назад
Great video, I need more people talking about dynamic music!
@tinyninja7716
@tinyninja7716 10 месяцев назад
3:47 no way, is that fortnite battle pass I shit out my ass? 💀
@salsa639_
@salsa639_ 10 месяцев назад
So glad you made this video to share the coolness of interactive music. When I played with my sisters an talked about how the music changes or stops/starts playing once something happens, they just stared at me 😂
@MiaMartel64
@MiaMartel64 8 месяцев назад
this is radical asf i'm only 5 minutes in and already amazing. love the in depth look at the Super Mario Galaxy rolling ball level music.
@srb2er
@srb2er 10 месяцев назад
how have i not heard this channel before?! this channel is reallly cool
@q5123
@q5123 10 месяцев назад
Was not ready for that parallel universes reference
@poppunkgametime
@poppunkgametime 4 месяца назад
I really enjoy the way you explain music. Would love some music theory videos in your style!
@extol2247
@extol2247 10 месяцев назад
7:47 Idk why but this is now living rent free in my head.
@raspberry1440kb
@raspberry1440kb 10 месяцев назад
love that sound
@Sakura_Truffle
@Sakura_Truffle 10 месяцев назад
7:26 Every run through of Piranha Plant Parade is personalized
@Qbe_Root
@Qbe_Root 10 месяцев назад
Super Mario Galaxy already had sound effects that played in tune to the background music: the twinkle sound when you move the cursor over a save file on the title screen! I thought the same thing happened when P2 stunned enemies but apparently not. Maybe in Galaxy 2?
@AD_RC
@AD_RC 10 месяцев назад
I WAS WAITING THE WHOLE TIME FOR YOU TO MENTION SUPER MARIO 3D WORLD'S PUFFPROD PEAKS
@prodbyfaith
@prodbyfaith 10 месяцев назад
I did a double take when I read your sub count, this is golden and you're extremely underrated. I've been wondering how Nintendo managed to harmonize everything so that it literally never sounds even a tad bit wrong ever, this is the perfect explanation. Thanks! You gained a sub.
@Sunny-uz8cw
@Sunny-uz8cw 9 месяцев назад
Ah, this is perfect! It explains a lot that I was curious about! I’ve been having an idea for a game, but as it’s just an idea and I have absolutely no game making experience I couldn’t even begin to put it together in my head. With this I now have a mild understanding of how this feature works (and what it even is gamewise, I didn’t know this either lol) Maybe someday I could create something using this interactive music software. Regardless, great video!
@pheechomp7536
@pheechomp7536 10 месяцев назад
Love this! Thank you RU-vid algorithm 😊 editing and pacing was great
@GBLecci
@GBLecci 9 месяцев назад
This is insane! Really nice video!! The amount of work to make it work in a subtle but fantastic way is jaw dropping. Thanks for sharing it, amazing knowledge!
@GoHomeStayHome
@GoHomeStayHome 9 месяцев назад
I don’t know where you came from but I’m subbed. Great video
@higherquality
@higherquality 10 месяцев назад
I didn't expect you to go full pannekoek2012 in this diagrams and all
@jamessones4044
@jamessones4044 8 месяцев назад
The music when the piranha plants are singing along is cool as.. I’ve finally decided to get a switch,and I love it. Mario instantly bought first!
@auphonium
@auphonium 10 месяцев назад
This video is incredible, love the theory behind Mario Wonder's music !
@eglaiosdeminecraft9259
@eglaiosdeminecraft9259 10 месяцев назад
11:23 : Berklee logo for jazz theory... so that's why people don't even wanna try getting into music
@CadenceHira
@CadenceHira 10 месяцев назад
it's ironic dw
@ferociousfeind8538
@ferociousfeind8538 10 месяцев назад
9:24 Oh! Mario Odyssey did this too! If you possess any of thr many power strips in the game, the four-note pattern you play while traveling through changes with the music in the background too. It's sort of jarring when the pattern chsnges, it draws your attention to the work nintendo put into making it otherwise invisible
@ferociousfeind8538
@ferociousfeind8538 10 месяцев назад
10:31 theeeeeeere it is
@ShadyNetworker
@ShadyNetworker 10 месяцев назад
OH MY EFFING GAWD! I've been playing this game for a bunch lately but I missed all these tiny details! Thanks for this breakdown!
@MSCDonkeyKong
@MSCDonkeyKong 5 месяцев назад
According to Koji Kondo, the Koopas dancing to the "Bahs" in the NSMB series was his idea for making the gameplay interact with the music. It only really has an effect in a small amount of moments, though. Only big moment I can think of is the Pokeys in the desert levels that have Yoshi in them in NSMBWii, NSMBU, and Luigi U
@gerekosaxsis736
@gerekosaxsis736 10 месяцев назад
2:58 thanks, now I want a background track for every area in that game
@TheFerdi265
@TheFerdi265 4 месяца назад
That SM64 File Select theme at 2:35 was an amazing reference
@TreasureHound
@TreasureHound 10 месяцев назад
Great video! Love the style! I’ve been loving this game and it’s great to see the depth that this game goes with its sound
@OctagonalSquare
@OctagonalSquare 10 месяцев назад
I love videos that are a mix of programming nerd and music nerd topics! Thank you!
@Donchan1
@Donchan1 8 месяцев назад
My favourite example of adaptive music in video games is in the Pikmin series. Pikmin 2 is entirely in midi, so phases in and out layers of music depending on if you’re fighting, carrying, etc. Pikmin 3 uses audio files instead and does similar layering for the actions in the game, but in the boss fights all of the music is timed and changed with the actions performed by you and the boss. And in Pikmin 4, almost every single enemy has a unique layer of music with two variants, a softer one for when they’re near you and a much more noticeable one when you’re fighting them. That’s just some of the details that make Pikmin one of my favourite series.
@Solesteam
@Solesteam 10 месяцев назад
3:24 I once tried something like this, but not to make music and the environment interact... but solely to emulate old videogame audio limitations by silencing part of the audio track when a sound effect plays... It turned out awful cause I didn't know what I was doing.
@JeAga_
@JeAga_ 10 месяцев назад
I've literally just learned how chord scales work and how they support u to make melodies bc this video, I'm actually impressed. You really explained well!! I've tried to learn it few times but I couldn't really get it, ty so much 😭
@partylikeits1066
@partylikeits1066 8 месяцев назад
Wow your videos are fantastic. Really underrated channel!
@orangescoarched
@orangescoarched 8 месяцев назад
I dunno if anyone else has pointed this out yet, but when you did the chord scales for the Overworld Theme of Super Mario Bros. Wonder, it sounded super similar to the game over jingle for Super Mario World :O Also loved your vid, liked and subbed
@iwersonsch5131
@iwersonsch5131 10 месяцев назад
Now that is a cultured choice for "video game technical explainer music" at 2:34
@LombaxPieboy16
@LombaxPieboy16 10 месяцев назад
Fantastically editted video, thanks for the breakdown!
@garthvater
@garthvater 8 месяцев назад
the sound design of mario wonder is the best part of the game. Considering to 100% the game nintendo makes you replay piranhas on parade for an alternative ending, the same level that introduces just how awesome the sound design is going to be, sound design is the heart and soul of mario wonder.
@QuasarEE
@QuasarEE Месяц назад
I'm a game dev and I guess a fun fact to share is that some of the audio tooling for Switch has roots that go all the way back to the Nintendo 64.
@jaidodechani8764
@jaidodechani8764 9 месяцев назад
I love to engaging this is. With details about game dev, music theory, and memes. Reached this video via Scott Fine's Game Newsletter, never leaving. Cheers!
@andys9131
@andys9131 2 месяца назад
pro tip: watch this vid with subtitles, they are just epic
@gonchaplayz
@gonchaplayz 9 месяцев назад
I think the most impressive part about the marimba block is that if you have a pro controller the sounds are made through vibrations in the actual controller rather than coming out of the speakers
@scrunky8683
@scrunky8683 10 месяцев назад
This was helpful, educational, and fun!!! Nice video
@clericbob9680
@clericbob9680 7 месяцев назад
The noteblocks corresponded to the music at least as far back as NSMB Wii. I had theories on how they made that work - I'd assume there's some kind of timing file to correspond with every song that says which chords are active when. Really glad to see some videos about this type of thing. If you get the chance (and you haven't already), you should check out the procedural music in Pikmin 2. There's some deeply fascinating stuff going on there, youtuber Scruffy did a video on it recently but I think there's tons to dive into if it interests you.
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