Are there alternatives for .vgm playback in SGDK?

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Hi, this is my firs post!

Is there some -free, and if possible easy to use- alternative to audio playback in SGDK (.vgm and .wav) for Mega Drive games different than the SGDK default implementation?

Recently I did my first small Mega Drive game for a gamejam using SGDK, which you can play here: https://yurinka.itch.io/agdc24

If you scroll down in that website, you'll see we made a second unused music track (downloadable there in .vgm and .wav formats) that we didn't include unlike the other one we made, because when added to the game it sounds awful. I tried to use the XGMtool provided in SGDK to try improve/optimize/convert it and didn't work (sounds even worse). I did research a bit and found out that the audio side of SGDK 2.0 is still in beta and there's some stuff missing, so I thought that maybe the music file we did is ok and maybe there's something in SGDK that doesn't work properly.

In addition to this, as you can see (well, listen) in the game we added some voice samples by loading some .wav files, which as expected don't sound pretty well.

I noticed that recently some new/recent Mega Drive games feature (I assume CD quality, or almost) music and sound effects that sounds better than usual, apparently using CD tracks inside the Mega Drive rom or something like that. And there's also the old games patched with CD music tracks in Mega Drive. I researched this a bit and the patching seems to be done with ASM code that that as of now I have now idea how to integrate it in SGDK or if it can be used for new games. I wonder if this is being done by using some audio library easy to use in C for SGDK.

Thanks in advance!
 
As far as vgms are concerned, xgm is pretty much all you got for games, and for various reasons nobody's really clamoring for an alternative; that's a rant for another thread.
Regarding the unused song and voice samples, xgmtool is likely trying to downsample the samples to be closer to what the driver can actually support natively (14KHz for xgm1, 13.3KHz for xgm2). Most composers and sound designers familiar with XGMs quirks target the drivers native sample rate, to improve overall quality for the final product, otherwise it can sound kinda wrong, as you've already seen (well, heard). That unused songs vgm file looks like a nightmare to account for by the way, it handles the samples as one long stream with changes to the sample rate, that's diabolical
 
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