It gained prominence in the 16 bit era with the Amiga/ST and tracking. Prerecorded instrument samples were played back at different pitches, versus the audio synthesis of previous sound chips. Sound files were smaller than a full recording of a track while being vastly more varied than the FM bleeps and bloops gamers were used to.Yes. Wasnt it basically a standard back in the old bit days?
Microsoft developed DirectMusic to enable adaptive audio that allowed blocks of prerecorded audio. I don't know what tracking/sequencing it had. These days audio is mostly prerecorded MP3 etc. It gives the greatest audio variety (do whatever you want with your DAWs and their softsynths) and audio quality, but you do lose flexibility and get increased file sizes. Tracker support in engines seems limited - basically just playing back sequence files without interactivity. Sicne their introduction in Unity in 2010, users have been repeatedly asking for dynamic playback and not getting it. So for adaptive audio, you'd be no better off than stringing music clips together.I wonder what devs are using today.
Software synths running on a CPU can be infinitely taxing depending on their complexity. SH2 was using prerecorded audio samples, surely? I got that impression from the DF Retro.Audio sequencing of prerecorded blocks maybe not. Not sure if I am wrong on this, but I think generating the sound/melodies on the fly via virtual instruments and samples and especially with applied effects may have some observable performance impact on the CPU site.