Iwata:
In addition to making the music on Hyrule Field interactive, what was difficult in recreating the music for The Legend of Zelda: Ocarina of Time 3D for the Nintendo 3DS system?
Yokota:In the first place, it was really difficult recreating the sound of a home console like the Nintendo 64 system on a handheld like the Nintendo 3DS system.
Iwata: Different hardware doesn't make the same sounds.
Yokota:Right. I have remade other games, but I was surprised how difficult it was this time.
Iwata: How so exactly?
Yokota:Like recreating distinctive sounds.
Iwata: Distinctive sounds?
Yokota:Take, for example, the song for the Forest Temple. You can hear this odd sound like hooit-hooit-hooit-hooit…
Iwata: Right, right.
Yokota:I wanted to recreate that distinctive sound as closely as possible, but it just wouldn't sound the same as on the Nintendo 64 system. But I retuned it over and over for the Nintendo 3DS system's speakers, and in the end it turned out close to how I imagined it.
Kondo: Yeah. You recreated that song with a great deal of precision. The sound quality may be a little better, though.
Yokota: Yeah. I upped the quality a bit.
Iwata: It gets the Kondo seal of approval? (laughs)
Kondo: Absolutely. (laughs)
Yokota: Phew! (laughs) He did put in some requests, though. When I made the title background music, he wanted me to make some adjustments.
Iwata: The title BGM music plays during the very first images when Link is trotting around Hyrule Field on Epona, right?
Yokota:Yeah. It's a real mellow song featuring an ocarina melody and piano accompaniment. Kondo-san said the volume of the ocarina was too high. I thought I had followed the original, so I thought, "Huh? How's it any different?" I had him listen to it over and over, and he said, "Ah, there's no reverb."
Kondo: Oh, that's right.
Yokota:Reverb is that echo like effect you get in a concert hall. There wasn't any of that in the song for Ocarina of Time 3D, so the ocarina really stood out.
Iwata: You could hear the ocarina too clearly.
Yokota:Yeah.
Kondo: I had the idea of the sound coming from far away. I wanted to create the atmosphere in the title BGM of someone you can't see in the forest playing an ocarina. When I heard the music Yokota-san had made, he had faithfully recreated the length of the notes, but it didn't sound like it was coming from somewhere off in the distance.
Yokota:That's right. I almost gave up. There was a fear that putting reverb into the Nintendo 3DS music would make the game too heavy and it wouldn't run right.
Iwata: Is adding reverb really that heavy?
Yokota:Yeah. But Kondo-san had told me to faithfully recreate the sound of the Nintendo 64 system, so I somehow managed to make it sound like it was coming from inside a forest. And, like we discussed earlier, we made the music on Hyrule Field interactive, so we ended up allotting a lot more of the CPU to sound than we usually would.
Iwata: In other words, you used more of the CPU for sound than in any other Nintendo 3DS game.
Yokota:That's right. It's probably heavier in sound than any other game. I think we've pressed the capacity of the Nintendo 3DS system to the limit as possible as we can today and are using lots of power. When it comes to the music on Hyrule Field, the music shifts seamlessly depending on the scene. And I think we were able to make the title BGM sound as if an ocarina is coming from inside the forest.
http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/0/0