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Thread: Why does Sega CD music have a notable pause?

  1. #1
    will hog your hedges... Raging in the Streets djshok's Avatar
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    Media Why does Sega CD music have a notable pause?

    This may be obvious to techy people, but I always wondered why does the music in Sega CD games have a noticeable pause before repeating and the music in cartridge based games does not? Does it have something to do with load times? Just curious.
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    Genesis Knight's Avatar
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    Isn't it just track padding combined with laser seek and disc access times?

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    Wildside Expert sasuke's Avatar
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    It is the same reason a CD track has notable pauses when on repeat. Most (non-FMV) Sega CD games use CDDA for music.

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    YM3438 Master! ESWAT Veteran evildragon's Avatar
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    Yea, it's just a re-seek. The laser does need to rewind back to the beginning of the track. Obviously not as long as a tape rewinding, but it does need to go back and find the beginning of the track.
    Customized Sega Genesis Model 1 - VA3. Energy efficient with buck converters instead of LM7805's.


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    Hero of Algol kool kitty89's Avatar
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    It's not very noticeable on the actual console since the several second pre/post-gap is ignored, but Fusion doesn't emulate that properly and will play that "gap" of silence.

    This came up here:
    http://www.sega-16.com/forum/showthr...-tech-question
    6 days older than SEGA Genesis
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

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    Master of Shinobi TheSonicRetard's Avatar
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    Quote Originally Posted by kool kitty89 View Post
    It's not very noticeable on the actual console since the several second pre/post-gap is ignored, but Fusion doesn't emulate that properly and will play that "gap" of silence.

    This came up here:
    http://www.sega-16.com/forum/showthr...-tech-question
    This is correct - on an actual console, the gap isn't very noticeable. What IS more noticeable, which isn't emulated AFAIK, is that when you pause a game on a real sega cd for an extended period of time, that the CDDA will stop and it'll take a few seconds for it to get going again. Like, say for example, you pause Sonic CD and walk away for a few minutes... when you return and hit unpause, you'll play sans music with only sound effects until the music starts back up again a few seconds later.
    A retarded Sonic.

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    Cobra's Avatar
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    Yeah. If you pause a game for too long the CD stops spinning so has to fire back up when you un-pause.
    If you only pause for a short time the disc is still spinning so it can start playing the music again

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