Mmm, what exactly do you mean by sampled music tracks? I'm under the feeling you're talking about Amiga-like sampled loops. The only HuCard game (TurboChip actually) which uses this technic is Champions Forever Boxing.
SF2 Dash's soundtrack is your usual blend of PSG channels and sample-based drums/instruments, which is a technic used very often in HuCard games (more than people would believe or remember) since 1988 -- Batman, PC Denjin, Gunhed, Jackie Chan, 1943, Gradius, Salamander and a hundred more or so. Technically speaking, the sound output of the PCE is closer to a SCC chip than to a Famicom.
PC Engine Programmable Sound Generator by Paul Clifford
The PSG provides 6 sound channels, which can be conveniently paired according to the functionality they provide:
0-1
Waveform playback
Frequency modulation (channel 1 muted)
2-3
Waveform playback only
4-5
Waveform playback
White noise generation
Waveform playback is the most common and allows a 32 byte, 5 bit unsigned linear sample to be played back at selected frequencies. Frequency modulation takes this one step further, allowing the playback frequency to be dynamically adjusted according to a specified pattern. White noise is used to simulate percussion instruments and effects such as explosions, by means of a pseudo random square wave.
Alternatively, each channel can be individually switched to "Direct D/A" mode whereby the programmer can send data directly to the sound mixer, allowing more complex sound patterns to be generated, such as speech. Inevitably this requires more programming effort and CPU time.