i have no idea why this is the case, and no idea why this COULD be the case. anyways check this out if you wanna feel like you're doing turbo business
building the Hyperion setting, writing and drawing comics for that and others' worlds -- plus making tools for others to use for their own art!
Researchying (OOPs lore and other things)
I made that transformation hazard sign
(and self-replication too)
Zelda years old (1986)
i have no idea why this is the case, and no idea why this COULD be the case. anyways check this out if you wanna feel like you're doing turbo business
Like, if you're cool with the low sample rates or whatever, it's like using "low-res" textures. Right?
doesn't the speed of the music change slightly during gameplay? maybe I'm imagining things lmao
ah, from the comments
That's because in-game, the songs are pitched down and slowed down.
The speed will also change to be extremely slow when getting a Game Over.
My guess is filesize, since a shorter song is typically a smaller file. Doing this of course reduces the end quality from what it would be if you just recorded it at the right speed.
I haven’t actually examined the game files in any way and don’t know how much space it takes up and have played it literally once so i might be talking out of my ass here but this would be a genuinely practical reason to do this i guess.
I thought of it because a similar technique is used by some musicians to sneak longer audio samples onto hardware sequencers/samplers that have a filesize or length limit for samples
you're right, this IS inscrutable
suddenly this feels like a track from Tunic lmao
This is the soundtrack from a current-gen Side Pocket reboot (complimentary).
ohhhhhhhhh. "balatro" and the card game with the pseudo splatoon font my friends have been sending screenshots of intermittently... are the same game. ive learned so much
This probably explains why the Steam soundtrack DLC mp3s sound ever-so-slightly sour/sped up compared to the in-game music