As a consequence of upgrades to my game sfx/music replay engine I've been having fun playing some arcade game music natively on the Falcon. Not everything works but some of the results are not bad considering it was not designed to work for other games and music styles

Note: The replay rate is 25khz and mixing is stereo. It doesn't use the DSP so the mixing step is costly with lots of voices (However it probably should use the DSP if not claimed for some other task!).
Some favourite tracks from RType:
https://dl.dropboxusercontent.com/u/129 ... TypeL2.mp3
https://dl.dropboxusercontent.com/u/129 ... TypeL3.mp3
https://dl.dropboxusercontent.com/u/129 ... TypeL6.mp3
A few clicks and pops on this one, needing debugged - but generally worked out pretty well.
https://dl.dropboxusercontent.com/u/129 ... Raiden.mp3
(links below reposted from the coding forum...)
Replaying a YM track, without the YM

https://dl.dropboxusercontent.com/u/129 ... di-dma.mp3
Much pitchbend, on this Duke Nukem track:
https://dl.dropboxusercontent.com/u/129 ... kin-gt.mp3
Bach, metal style:
https://dl.dropboxusercontent.com/u/12947585/bwv578.mp3
As described in the BadMood thread, this is being used with 'optimized' music tracks for replaying simultaneous ingame music and sfx. It's not meant to be a quality offline rendering thingy by any means. Most of these tracks keep below 6 simultaneous notes but some use up to 9 and there may be a lot more virtual voices active at any time due to note decay and so on...