No disc loaded.
About this page - what the three tabs are, how the audio is made, caveats

Load a .bin disc image once and flip between BGM (the music), FMV (the cutscene movies) and SE (the streamed voice and sound banks). Everything is parsed, decoded and played locally in WebAssembly by the project's own decoders. Nothing is uploaded; your disc is cached in the browser and shared across pages (Forget on the disc chip clears it).

This page needs the full Mode2/2352 .bin: the movies and voice streams are not in the game's archive but in their own CD sectors, and a 2048-byte-sector image has already thrown away the part that carries them. Browsers also refuse to start audio until you click, so the first Play is the one that unlocks sound.

What each tab is

TabWhat it holdsHow it is played
BGM The music - not recordings, but a score plus an instrument bank for each track (SEQ + VAB), the way a MIDI file plus a soundfont works. Performed by the project's from-scratch recreation of the PlayStation sound chip and sequencer - the same code the engine port uses for in-game music (audio subsystem). Rendered ahead in one-minute chunks, so there is no live pause.
FMV The MV*.STR movies: video frames interleaved with their audio track in one stream. Video decoded frame by frame by the project's MDEC decoder, timed off the audio clock, exactly as the console does (cutscene pipeline). Longer movies take a few seconds to prepare.
SE The XA*.XA banks: streamed audio the game plays straight from the CD - battle shouts, cutscene voices, ambience. Each file holds several interleaved voices, so expanding one lists what is inside. Decoded from XA-ADPCM; every voice plays or downloads independently.

Sound Test vs PROT entries

The BGM tab has two views of the same data. Sound Test lists the score the way the game's own hidden debug menu does - by track number and name, with the official soundtrack title beside it where one exists - from the curated music-track table. Slots with no audio on the retail disc still appear, greyed, so the whole sound-test space is visible. PROT entries is the raw view: every score-plus-bank pair in the archive, including the duplicate copies the boot and battle code keep for themselves, which carry no catalogued name.

How a sound-test number finds its disc entry

The join is structural, not by name: in-game music id 2000 + i is sound-test track i. Mapping that onto an archive entry is piecewise, though - the music bank has a two-slot gap in the middle, so the entry number steps by two past it rather than following one flat base. The music tracks page has the mapping and the four naming spaces each cue lives in.