As someone who's had the pleasure of ripping and editing the music from The Wrath of Cortex, it has made one thing clear. The second of silence at the start of every track is not some programming error caused by the inclusion of Medieval Madness' music existing.
No, the second of silence is baked into the music itself. The other versions simply fixed this by trimming off that silence at the start.
As for how Medieval Madness works. That's it. No silence at the start, seamless loop.
As for the most important question: why?
I don't know.
The only theory I've come up with as a result of extending this music for an upload is that whatever Traveller's Tales used to export this music into the PS2 pushed the music by one second ahead, cutting off the final second of a track and leaving a second at the start which explains why most music, barring Medieval Madness, don't loop seamlessly even after removing the silence.
Now another issue to address is how the Xbox and GameCube ports handled the music. Notably they removed Medieval Madness and removed the silence at the start. But there's more to it than that.
For starters, not one console actually plays the music the same. For some reason, each console plays back the audio at different speeds.
As you can see, Xbox's music is slowed down by nearly two seconds for Arctic Antics. GameCube seems like it's the same speed as PS2 but if you compare it with the other image, it is actually just slightly faster than PS2.
You can also spot that GameCube does in fact NOT have proper looping. It also has silence baked into the music but now at the end of it!
Unlike what I've said about the PS2 music looping problem, I have nothing for
this. Just seems like they threw in the PS2 music file into a converter and
hoped for the best which would explain why they still don't loop seamlessly.
This also makes the exclusion of Medieval Madness' music all the more
puzzling.



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