Uploaded April 2025 | Updated September 2026, 3 weeks ago
Composer: Dan Wentz
00:00 - 01. Descent 2
03:00 - 02. Briefing
04:34 - 03. Game #1
07:25 - 04. Game #2
12:04 - 05. Game #3
16:39 - 06. Game #4
20:02 - 07. Credits
These are all new releases. This time around I tackled PC games with Midi GM soundtracks from the mid 90s. I did these over a couple of months though I already looked before that into the topic since I first needed to figure out a process that makes it possible to render HQ audio because that Roland SCVA 1.16 VST was really picky about the DAW and most didnt work but FL Studio worked fine in combination with loopMIDI.
I usually tracked down the original MIDIs and avoided mus conversions as much as possible for instrument and BPM accuracy. This is why you might notice a few little differences in comparison to other renders since the Doom renders are based on the leaked Doom source code which still had the original Bobby Prince midi compositions rather than mus. They still had their Roland GS extensions intact for example.
After getting all the MIDI files I mostly rendered all channels one by one so that I can do more precise cleaning and mixing. The Bobby Prince and Lee Jackson compositions were most of the time left as is since they were composed on Roland and sounded right to me. Heretic and Hexen were highly reworked though and the mixing might be quite different from what you are used to since I really wasnt happy with the instrument balance and I tried to make clean balanced mixes with every detail audible and a clean soundstage. The James Paddock compositions were only slightly reworked since they were usually fine with the soundfont.
What was made completely different is Descent though. This is because there wasnt really a way to render the midis directly due to them being hmi files and some of the MIDI information and samples coming straight from the games code. Therefore I setup Dosbox and recorded the MIDI output and then did the mastering. In this case I also included the Redbook audio as bonus which I declicked and remastered too.
All renders and masters were saved as 96khz 24bit though it should be said that the majority of the SCVA samples seem to be 16khz.
Composer: Dan Wentz
00:00 - 01. Descent 2
03:00 - 02. Briefing
04:34 - 03. Game #1
07:25 - 04. Game #2
12:04 - 05. Game #3
16:39 - 06. Game #4
20:02 - 07. Credits
These are all new releases. This time around I tackled PC games with Midi GM soundtracks from the mid 90s. I did these over a couple of months though I already looked before that into the topic since I first needed to figure out a process that makes it possible to render HQ audio because that Roland SCVA 1.16 VST was really picky about the DAW and most didnt work but FL Studio worked fine in combination with loopMIDI.
I usually tracked down the original MIDIs and avoided mus conversions as much as possible for instrument and BPM accuracy. This is why you might notice a few little differences in comparison to other renders since the Doom renders are based on the leaked Doom source code which still had the original Bobby Prince midi compositions rather than mus. They still had their Roland GS extensions intact for example.
After getting all the MIDI files I mostly rendered all channels one by one so that I can do more precise cleaning and mixing. The Bobby Prince and Lee Jackson compositions were most of the time left as is since they were composed on Roland and sounded right to me. Heretic and Hexen were highly reworked though and the mixing might be quite different from what you are used to since I really wasnt happy with the instrument balance and I tried to make clean balanced mixes with every detail audible and a clean soundstage. The James Paddock compositions were only slightly reworked since they were usually fine with the soundfont.
What was made completely different is Descent though. This is because there wasnt really a way to render the midis directly due to them being hmi files and some of the MIDI information and samples coming straight from the games code. Therefore I setup Dosbox and recorded the MIDI output and then did the mastering. In this case I also included the Redbook audio as bonus which I declicked and remastered too.
All renders and masters were saved as 96khz 24bit though it should be said that the majority of the SCVA samples seem to be 16khz.










![Sonic Advance 2 (Re-Engineered Soundtrack) [XQ AGBPlay]
Composers: Tatsuyuki Maeda, Teruhiko Nakagawa, Yutaka Minobe
00:00 - 01. Opening
00:22 - 02. Title
00:31 - 03. Main Menu
01:35 - 04. Zone Select
02:25 - 05. Leaf Forest Zone - Act 1
04:50 - 06. Leaf Forest Zone - Act 2
07:20 - 07. Boss
09:53 - 08. Boss (Pinch)
10:57 - 09. Tails Cream Demo
12:23 - 10. Hot Crater Zone - Act 1
14:26 - 11. Hot Crater Zone - Act 2
16:37 - 12. Musical Plant Zone - Act 1
18:43 - 13. Musical Plant Zone - Act 2
20:53 - 14. Ice Paradise Zone - Act 1
23:41 - 15. Ice Paradise Zone - Act 2
27:32 - 16. Sky Canyon Zone - Act 1
30:02 - 17. Sky Canyon Zone - Act 2
32:14 - 18. Sky Canyon Zone - Boss
34:42 - 19. Knuckles Demo
36:15 - 20. Techno Base Zone - Act 1
39:26 - 21. Techno Base Zone - Act 2
42:33 - 22. Egg Utopia Zone - Act 1
45:30 - 23. Egg Utopia Zone - Act 2
47:52 - 24. Egg Utopia Zone - Boss
49:47 - 25. Egg Utopia Zone - Boss (Pinch)
51:20 - 26. Zone Select (XX-Zone)
52:18 - 27. XX-Zone
54:50 - 28. Final Boss
57:23 - 29. Final Boss (Pinch)
59:09 - 30. Ending
59:21 - 31. Special Stage
1:01:42 - 32. Special Stage (Pinch)
1:02:27 - 33. Special Stage Clear
1:03:19 - 34. Special Stage Lose
1:03:45 - 35. Zone Select (True Area 53 Zone)
1:04:42 - 36. True Area 53 Zone
1:06:28 - 37. Extra Ending
1:07:03 - 38. Staff Roll
1:08:54 - 39. Extra Demo 1
1:10:27 - 40. Extra Demo 2
1:12:26 - 41. Time Attack
1:13:44 - 42. Options
1:15:57 - 43. Link Communication
1:17:04 - 44. VS
1:18:12 - 45. VS Game
1:19:45 - 46. VS Retry
1:21:22 - 47. Trailer
These are high resolution AGBPlay renders of the Sonic Advance series. Everything was arranged, mixed, mastered and rendered myself including custom loop points and all. I tried to make the best sounding 24Bit Sonic Advance 1-3 soundtracks yet. I do not know if there were even any AGBPlay renders of the music yet. I used to only find midi based renders. The covers were also made by me. Hope you like it! Sonic Advance 2 (Re-Engineered Soundtrack) [XQ AGBPlay]](https://i.ytimg.com/vi/wuVpcbTeQ8w/mqdefault.jpg)