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Old 07-02-2008, 11:48 AM   #1
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Interview: David Javelosa

During first half of the '90s, Sega was a growing company that poured lots of cash into research and development. At the forefront of this investment was its initiative to create one of the most modern audio studios in the industry, and to do so it assembled one of the best teams in the business. Alongside Brian Coburn and Spencer Nilsen, Sega also brought aboard David Javelosa as sound director. An experienced composer and musician, Javelosa quickly went to work, and the Sega Multimedia Studio crafted the audio for such CD hits as Jurassic Park. Sega-16 had a chance to chat with Mr. Javelosa about his time at Sega, and our Q&A session is something you won't want to miss! Read the full interview and fire up that Sega CD!
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Old 07-02-2008, 12:03 PM   #2
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wow very interesting reading, never thought reading about music and composing on a console would be so interesting
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Old 07-02-2008, 01:32 PM   #3
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Yeah, this was a great read. Praise to this man for explaining everything so detailed and also sharing that nice trivia about the Sega CD startup jingle.
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Old 07-02-2008, 03:03 PM   #4
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This was a very exciting read, since it had a lot ro do with sound/music, and I myself mess with that area on MD.
MD has a OPN2 in it, not a OPL2.
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Old 07-02-2008, 03:43 PM   #5
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The industry needs more creative folk, not another experienced texture artist position!

Sorry, just venting now, what with my heart broken over my childhood dream not yet realised. Your interviews are always enlightening, Melf! Hooray! *hug*
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Old 07-03-2008, 12:50 AM   #6
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Great read!!!

A question Melf, in what manner do you often conduct these interviews, and how do you put them together for the site? I'm too much of a meticulous, slow writer to ever get down someone's words exactly.

Hmm, I had always wondered why both U.S Sega CD boot-up songs used both the Sega CD and Genesis sound hardwares, while the sole Japanese/European boot-up song exclusively used the Sega's CD sound hardware.

The only other instance of such mixed sound use that I recall on the Sega CD, is "Silpheed", which oddly had a full-on RedBook soundtrack on the CD and the official OST.
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Old 07-03-2008, 02:23 AM   #7
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Popful Mail also uses "mixed" sound.
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Old 07-03-2008, 02:56 AM   #8
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Great interview
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Old 07-03-2008, 04:55 AM   #9
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Quote:
Originally Posted by David Javelosa
The Genesis had a great sound chip, the Yamaha OPL2. It could do real-time FM synthesis and play samples out of one channel. You also had the Master System's PSG chip on board for a couple more sounds. Yuzo Koshiro and his team that did Streets of Rage, really put a lot of craft into their work. It was a production team of the composer, music implementers, patch editors, and programmers working with their custom tool set. They really did things with chip that no one else did. That's why it sounded so perfect!
Well, that and because they did not use GEMS.


Quote:
Originally Posted by David Javelosa
The buzz about "procedural music" in EA's Spore is an example. Using software to generate unique musical experiences is something I have pursued for a long time. Also creating "interactive" music and sound engines that change with the game play is something that has yet to be fully explored.
I agree.
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Originally Posted by jesus.arnold View Post
Seriously, Tom Kalinske reminds me of a dodgy used car saleman, i'd take everything he says with a grain of salt

Do you remember that guy who sells Homer the beaten up camper van in the Simpsons? Tom Kalinske

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Old 07-03-2008, 09:23 AM   #10
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Quote:
Originally Posted by Aarzak View Post
A question Melf, in what manner do you often conduct these interviews, and how do you put them together for the site? I'm too much of a meticulous, slow writer to ever get down someone's words exactly.
I digitally record the interview, then transcribe it. It takes a while (this one took me about three hours), but it's really worth it, since phone interviews let the person go into much more detail. I then send them the link before it goes live, so they can make sure everything is correct.

Most interviews are done by email, but sometimes I'm lucky enough to get them by phone. This one was both. Javelosa answered my questions via email, and then told me to call him so he could elaborate more on them. He was extremely cool about it all and even gave me names of more people to contact for interviews.
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Old 07-03-2008, 11:00 AM   #11
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Are there any games other than NiGHTS into dreams which has the soundtrack alter depending upon some in-game variable(s)? I don't mean anything as simplistic as the "danger" music in a game like Columns or the victory music switch in Skies of Arcadia.
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Old 07-03-2008, 05:53 PM   #12
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Yes. It's called REZ.
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Old 07-03-2008, 09:35 PM   #13
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Quote:
Originally Posted by Joe Redifer View Post
Yes. It's called REZ.
Rez hardly significantly changes depending on what you do. It's the same streaming song regardless of the action, with only player controlled shots' sound effects going over the streamed music... like any other game, really.
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Old 07-04-2008, 05:03 AM   #14
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Nope. It changes when you change layers. Instruments are added.
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Old 07-04-2008, 02:20 PM   #15
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the genesis is some strange but awesome system,the genesis could rule the world if it would bloom . i think the soundchip in the genesis is rocking to the max,i think it shurly can do better music then TF4 there was a game on genesis once that used real fluid guitar samples for real only i cant remember that game.
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