Would some of these samples be stored as regular Noise Channel sounds?
Yes. I think Konami uses the noise for its snare drums in many games (CV2 comes to mind).
The (segmented) 1C--03--18 sequence creates the "hihat" sound, 1C--0C--18 the "kickdrum" and 1C--03--58 the "snare". Is this essentially how all games do it, or are there additional factors that can be put into play in order to affect the final product(s)?
It all depends on the music driver. Since you'll be adding this stuff to a game which doesn't already support it, you'll have to write your own driver, which means you can design the format any way you want. It might be easier to have a single byte represent a specific sound effect.. like maybe:
00 = whole note
01 = half note
02 = quarter note
03 = eighth note
80 = snare
81 = kickdrum
example score:
00 00 81 02 80 81 02 81 02 80 81 02
Which would wait 2 measures, then play a kickdrum every beat and a snare every odd beat (see it?).
The length of whole/half/quarter notes will need to be translated into a number of frames -- which you'll have to examine the game's existing music driver to figure out how it figures that out so that you can match its tempo.
As for actually playing these...
DMC is pretty easy, just set up the regs at $4010-4013 to have it point to your sample data and stuff... then start it up with $4015.
Noise is bit trickier. Noise sound effects will often require attention for several frames. Like you'll have to set the regs to something one frame, then set them to something else a few frames down the line, then to something else, etc. This isn't terribly difficult to do.
Noise comes down to three basic parts:
- mode: short (bzzz) or long (shhhh)
- freq: the pitch, low or high (16 possible pitches for noise)
- volume: 16 possible output volumes: 0 (silence) - $F (full)
Creating a good sound effect will require pitch and volume changes at a somewhat rapid rate. This is just an example, but say you want to do the following for a sound effect:
- Freq 5, vol 7 for 5 frames
- Freq 7, vol 6 for 2 frames
- Freq 8, vol 3 for 9 frames
- Freq 8, vol 0 (sound effect done)
You could store this like so:
57 05 76 02 83 09 80 00
You'd just need to keep a counter which counts down every frame to know when to perform the next part of the sound effect. And you'd need to keep a pointer of sorts to know where in the sound effect you currently are, so that when the down counter expires you know which byte to apply next. Applying the volume and freq changes are as simple as [properly] copying those numbers to the noise regs.
There's also a decay unit on the noise if you want rapid (faster than 1 frame) volume changes. But that'll probably be unnecessary and would require a more complicated sound effect format.
Music driver stuff is fun, but a lot of work. Getting it to work alongside an existing music driver is an even bigger challenge. You might want to consider gutting the game's original music/sound effect system and writing your own. In the long run it might be simpler -- or not. It's hard to say.
I'll keep a close eye on that portion of the hex editor whilst wandering around aimlessly / slamming into invisible creatures.

Fortunately most games have a specific routine for polling the joypad reg. So you just have to find that one routine and change it and you should be good to go.
Mr. Disch, it's been quite a pleasure.

:cookie:
Likewise. I love music driver stuff. If you need further theories/explanations/whathaveyou, don't be shy. ^^