From what I've gathered the N64's sound was only limited by how much the graphics were taking toll on ram. Hypothetically you could have a very large, probably impractically large, ensemble of sample sets all playing together if there weren't graphics to consider. I'm not 100% sure but this would be very distinct from the SNES, one gen earlier, where sound was limited to a strict 8 channels, 1 typically being reserved for effects (sword swinging, cursor clicks, etc.)
But there has been pretty recent headway into ripping the samples from N64 games and people, like fluidvolt on here, are compiling them into soundfonts which you can use in pretty much any digital workspace. I'd say it's the space saving techniques that developers used to compress the audio files that makes them sound unique and you'll get that with the sample rips.
Last edited by sleepytimejesse (Dec 25, 2012 3:33 am)