The Sega Saturn's Soundchip was able to produce Sound with FM (you know this for example from the Mega Drive). Maybe anyone got a list of the games which used this feature? The only one I know right know is Shining the Holy Ark, where it was used in a few of the songs.
Maybe the audio on Thunder Force Gold Pack II is produced with the FM chip (DAC chip). The first isn't for sure since that's streamed of the disc. Other Meag Drive packs on the Saturn may also use it such as Sonic Jam and Mickey & Donnald. Yakumo
Just wondering, but would not being able to take the music off the disc indicate it used this method? If so, I know Thunder Force Gold Pack 2, Soukyuugurentai, and Astal must all use it, since you can't get to the music off the game disc.
No, because both Souky and Astal use the PCM sound chips inside the Saturn. (You know, for sampled, orchestral music.)
Actually, so does NiGHTS. The audio tracks on the disc are used in the intro/outtro, the actually in-stage music is dynamic (in fact, it changes according to your performance!)
Shining Force III, Guardian Force, Waku Waku Puyo Dungeon? Although they might use some custom .mod alike format w/ PCM samples, as Druid wrote.
So the Saturn has several soundchips? One for PCM and one for FM or are they all in the same? As mentioned before it is very unlikely there are any FM only Saturn games as that would not fit the "32-bit" image ;-) But anyway could anyone give an good example were FM is mixed with PCM as i presume thats how it was mainly used? Also i must mention that i really have zero knowledge about Saturn (never played it), but i'm very intersted in the FM and how it was used.
Game Basic lets you program FM sounds. Check some samples on the GB Database (search for FM in the title). I don't know for other games.
Wow, lot's of responses now, cool! @Druid II & st!: Shining Force 3 & Langrisser use PCM. @Madroms: That sounds great, I'll have a look at those.
I know, that was my point! Check the post above; I mentioned NiGHTS because the dynamism of the music is very noticeable. And I'm interested, by what method exactly do you poke around in the audio RAM? Or check what regs a game accesses?