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Audio&Games

SFII Audio

Great article on Street Fighter II’s low level audio.

Trivia: How does Street Fighter accelerates playback speed when a round situation becomes critical (contestant low health). It doesn’t. These are hard-coded separate music tracks.

My whole life I thought SFII audio engine being “MIDI”-based meant that they could simply increase the tempo/accelerate playback for the low health part.

*pikachu face*

On the other hand, it totally makes sense: tons of stuff are hard-coded in games. Tons.

The bottom line in game development is always, if you can make it a dumb asset instead of using precious CPU cycles to do your thing, please fucking do so.

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