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How does replacing samples work?

I'm making a track that contains an added sample, and you supposedly have to replace regular samples in order to add these to the game.

How does this work? I could insert the song into the hack without any problems, but I worry that I could've replaced an important sample in the process.
Are you making your own custom music for AMK? Normally these are done by either having #default or #optimized in #samples{} first, and then adding your own list of custom samples, they don't replace any vanilla samples.
I see. Though that asks the question why you would want to omit samples in the first place, as the submission page says something about omitting as few as possible, or is it referring to how using channels #6 and #7 conflict with SFX?
Samples are inserted on a per-song basis meaning whatever you have inserted doesn't affect other tracks. In fact, AMK will omit any unused sample which isn't marked in a sample group to be mandatory. So just because you didn't include, say, sample 11 (bongo drums) in a track, it doesn't mean that none of the music will not insert the bongo drums.

When samples are ommitted, it's because the music in question use large enough samples and/or a large enough echo delay that there is no way to properly fit all vanilla samples into ARAM with the current music. Typically, it's done by ommitting samples which are used in local tracks only i.e. neither in global tracks nor sound effects: 0D (slap bass)*, 0F (bass drum) and 14 (distorted guitar). Some more are only used in global tracks and and sound effects can also be sometimes ommited should you run out of ARAM. Here is a small list of these samples:
  • 05 (bass): Starman
  • 07 (oud/guitar): Course Clear
  • 09 (steel drum): Bonus End
  • 0A (piano): Player Down
  • 0C (electric piano): Game over
  • 10 (bongo drums): P-Switch
  • 12 (orchestra hit): Yoshi, Bonus Clear
  • 13 (thunder): Thunders but also Blarggs
Some are bigger than others and thanks to their easy workaround i.e. unlikely use in context, it's easy to omit e.g. 09 which is one of the larger samples and used in the most rare local track but also common targets are Orchestra Hit (you can easily filter Yoshi, for that matter, not to mention many don't use him at all or with a counter break together) and Thunder (only used by one enemy as well as a rarely used effect).

*Though both AMK sample groups mark it to be always included. Can anyone give me a counter example for that i.e. any local track which uses it?
This is something I won't have to worry about for a while then. Thx for the help!