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With the move from [=CDs=] to [=DVDs=] (and later, digital downloads), game developers could no longer use Red Book audio for their games. Additionally, the one drawback of CD audio meant that transparently looping music is impossible. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard [=MP3s=], except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as [=MP3=] and [=OGG=]. And by then, processors are not only leap and bounds faster, but had also went multi-core. Coupled with the fact that games are now often better optimized than before, the earlier issues that plagued software-driven wavetable synthesis no longer applies.

to:

With the move from [=CDs=] to [=DVDs=] (and later, digital downloads), game developers could no longer use Red Book audio for their games. Additionally, the one drawback of CD audio meant that transparently looping music is impossible. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard [=MP3s=], except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Initially, early processors were not powerful enough to handle this without choking (though this is technically only true for the PC largely due to the inefficient APIs while Macs had no such issues, developers often overlook the method due to writing games to be multi-platform). Today, most triple-A games seem tend to use proprietary audio formats, with formats like AD-X and Bink Audio, while indie games tending to use consumer formats such as [=MP3=] and [=OGG=]. And by then, Also, processors are have not only leap gotten leaps and bounds faster, but had also went multi-core.multi-core, making it trivial to decode compressed music while still having enough grunt to handle the general graphics and gameplay logic without choking up. Coupled with the fact that games are now often better optimized than before, the earlier issues that plagued software-driven wavetable synthesis no longer applies.
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With the move from [=CDs=] to [=DVDs=], game developers could no longer use Red Book audio for their games. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard [=MP3s=], except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as [=MP3=] and [=OGG=]. And by then, processors are not only leap and bounds faster, but had also went multi-core. Coupled with the fact that games are now often better optimized than before, the earlier issues that plagued software-driven wavetable synthesis no longer applies.

to:

With the move from [=CDs=] to [=DVDs=], [=DVDs=] (and later, digital downloads), game developers could no longer use Red Book audio for their games.games. Additionally, the one drawback of CD audio meant that transparently looping music is impossible. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard [=MP3s=], except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as [=MP3=] and [=OGG=]. And by then, processors are not only leap and bounds faster, but had also went multi-core. Coupled with the fact that games are now often better optimized than before, the earlier issues that plagued software-driven wavetable synthesis no longer applies.
Is there an issue? Send a MessageReason:
None


With the move from [=CDs=] to [=DVDs=], game developers could no longer use Red Book audio for their games. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard [=MP3s=], except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as [=MP3=] and [=OGG.=]

to:

With the move from [=CDs=] to [=DVDs=], game developers could no longer use Red Book audio for their games. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard [=MP3s=], except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as [=MP3=] and [=OGG.=]
[=OGG=]. And by then, processors are not only leap and bounds faster, but had also went multi-core. Coupled with the fact that games are now often better optimized than before, the earlier issues that plagued software-driven wavetable synthesis no longer applies.



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Many of the proprietary formats are driven by the API or licensed game engine. For example, a game using the [=CRI=] middleware will tend to use ADX or CRI Audio.
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Once games started to ship on CDs, Red Book audio for game soundtracks became common. The audio could be played from the CD just like music on a music CD, while the game data lived in memory. This technology was actually developed in tandem with PCM sample playback and competed with PCM synthesis, and is sometimes used together with the former (for example, in the PC port of VideoGame/WipeOut and VideoGame/QuakeII, where the music is played from the music CD partition of the disc while the sound effects are played through PCM sample playback). A nice side-effect of this would be that the game CD is its own soundtrack CD and the soundtrack can be enjoyed on any regular CD player, and it also adds an extra layer of complexity for [[CopyProtection copy protection]] in that multi-partition game discs are difficult to duplicate reliably. Additionally, the music often sounds bettter than PCM sampled music, since real instruments could be played and recorded. On the downside, however, looping music tends to be difficult if not impossible to implement- as evident in SonicCD on the UsefulNotes/SegaCD, where the music had a short fade-out and fade-in section when repeating.

to:

Once games started to ship on CDs, Red Book audio for game soundtracks became common. The audio could be played from the CD just like music on a music CD, while the game data lived in memory. This technology was actually developed in tandem with PCM sample playback and competed with PCM synthesis, and is sometimes used together with the former (for example, in the PC port of VideoGame/WipeOut and VideoGame/QuakeII, where the music is played from the music CD partition of the disc while the sound effects are played through PCM sample playback). A nice side-effect of this would be that the game CD is its own soundtrack CD and the soundtrack can be enjoyed on any regular CD player, and it also adds an extra layer of complexity for [[CopyProtection copy protection]] in that multi-partition game discs are difficult to duplicate reliably. Additionally, the music often sounds bettter better than PCM sampled music, since real instruments could be played and recorded. On the downside, however, looping music tends to be difficult if not impossible to implement- as evident in SonicCD on the UsefulNotes/SegaCD, where the music had a short fade-out and fade-in section when repeating.



With the move from CDs to DVDs, game developers could no longer use Red Book audio for their games. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard MP3s, except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as MP3 and OGG.

to:

With the move from CDs [=CDs=] to DVDs, [=DVDs=], game developers could no longer use Red Book audio for their games. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard MP3s, [=MP3s=], except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as MP3 [=MP3=] and OGG.
[=OGG.=]

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On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the [[UsefulNotes/AppleII Apple II, IIe and IIc]] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).

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On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the [[UsefulNotes/AppleII Apple II, IIe and IIc]] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).
codec).



One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio. Still not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the CMS (''Crative Music System'', later rebranded ''Game Blaster''), which was PSG-based as well.

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio. Still not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the CMS (''Crative (''Creative Music System'', later rebranded as the ''Game Blaster''), which was PSG-based as well.



The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and key instruments like the piano, and early iterations have problems with percussion (sounds "flat", especially with first and second generation synthesizers, but still a problem with third generation synths), and string instruments (sounds "plasticky" and "toyish"), but most of the problems were ironed out with later generation synthesizers.

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The next step up would be was the FM synthesizers.synthesizer. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and key instruments like the piano, and piano; early iterations have FM synths had problems with percussion (sounds sounds (these sounds tended to be "flat", especially with first and second generation synthesizers, but they were still a problem with third generation synths), and string instruments (sounds (these sounded "plasticky" and "toyish"), but most of the problems were ironed out with later generation synthesizers.



The first popular gaming platforms to use a PCM Synthesis chipset were the UsefulNotes/{{Amiga}}, UsefulNotes/{{SNES}}, and believe it or not, {{Pinball}} systems, mainly those that used Creator/{{Midway}}'s DCS PCM Synthesis board (which also saw use in VideoGame/MortalKombat and VideoGame/RevolutionX cabinets, since it not only reproduces instruments more faithfully, but one of the many tricks PCM synthesis could do was transparently loop fully-voiced music tracks, which is an important feature of the latter game). The UsefulNotes/{{NES}} and UsefulNotes/SegaGenesis both had rudimentary PCM support, but this was mainly used for pre-recorded voices, sound effects, and drums, (and in actuality worked by manipulating the PSG in the case of the NES. The modified [=OPL2=] chip (called an [=OPN2=]) used by the Genesis has a PCM codec mode, but the Genesis can also resort to manipulating the PSG to play back PCM sounds if needed- notable as it's how the Sonic 3 Launch Base zone BGM managed to have a percussion track and still have the "Go!" voice samples). Pretty much every system introduced since uses PCM.

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The first popular gaming platforms to use a PCM Synthesis synthesis chipset were the UsefulNotes/{{Amiga}}, UsefulNotes/{{SNES}}, and believe it or not, {{Pinball}} systems, mainly those that used Creator/{{Midway}}'s DCS PCM Synthesis board (which also saw use in VideoGame/MortalKombat and VideoGame/RevolutionX cabinets, since it not only reproduces instruments more faithfully, but one of the many tricks PCM synthesis could do was transparently loop fully-voiced music tracks, which is an important feature of the latter game). The UsefulNotes/{{NES}} and UsefulNotes/SegaGenesis both had rudimentary PCM support, but this was mainly used for pre-recorded voices, sound effects, and drums, (and in actuality worked by manipulating the PSG in the case of the NES. The modified [=OPL2=] chip (called an [=OPN2=]) used by the Genesis has a PCM codec mode, but the Genesis can also resort to manipulating the PSG to play back PCM sounds if needed- notable as it's how the Sonic 3 Launch Base zone BGM managed to have a percussion track and still have the "Go!" voice samples). Pretty much every system introduced since uses PCM.



!Red-Book CD audio

Finally, once games started to ship on optical media, prerecorded audio became common. The audio could be played from the CD just like any other song, while the game data lived in memory. This technology actually developed in tandem with PCM Sample playback and competed with PCM Synthesis, and is sometimes used together with the former (for example, in the PC port of VideoGame/WipeOut and VideoGame/QuakeII, where the music is played from the music CD partition of the disc while the sound effects are played through PCM sample playback). A nice side-effect of this would be that the game CD is its own soundtrack CD and the soundtrack can be enjoyed on any regular CD player, and it also adds an extra layer of complexity for CopyProtection in that multi-partition game discs are difficult to duplicate reliably. Additionally, the music sounds just as good as PCM sampled music. On the downside, however, looping music tends to be difficult if not impossible to implement- as evident in SonicCD on the UsefulNotes/SegaCD, where the music had a short fade-out and fade-in section when repeating.

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!Red-Book !Red Book CD audio

Finally, once Once games started to ship on optical media, prerecorded CDs, Red Book audio for game soundtracks became common. The audio could be played from the CD just like any other song, music on a music CD, while the game data lived in memory. This technology was actually developed in tandem with PCM Sample sample playback and competed with PCM Synthesis, synthesis, and is sometimes used together with the former (for example, in the PC port of VideoGame/WipeOut and VideoGame/QuakeII, where the music is played from the music CD partition of the disc while the sound effects are played through PCM sample playback). A nice side-effect of this would be that the game CD is its own soundtrack CD and the soundtrack can be enjoyed on any regular CD player, and it also adds an extra layer of complexity for CopyProtection [[CopyProtection copy protection]] in that multi-partition game discs are difficult to duplicate reliably. Additionally, the music often sounds just as good as bettter than PCM sampled music.music, since real instruments could be played and recorded. On the downside, however, looping music tends to be difficult if not impossible to implement- as evident in SonicCD on the UsefulNotes/SegaCD, where the music had a short fade-out and fade-in section when repeating.


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!Compressed audio files

With the move from CDs to DVDs, game developers could no longer use Red Book audio for their games. So they turned to another technique - compressed audio files. Essentially, audio files used in modern games today are like standard MP3s, except with a different compression algorithm and metadata regarding loop points. Such files have all the advantages of Red Book audio with several more, such as better looping. Today, most games seem to use proprietary audio formats, with indie games tending to use consumer formats such as MP3 and OGG.
Is there an issue? Send a MessageReason:
None


The one biggest drawback with FM synthesis is that it cannot reproduce PCM audio at all, meaning to some people, this is taking one step backwards instead. This resulted in the influx of "hybrid" cards mentioned below, in which many cards couple a FM synthesizer (usually a OPL-2, later OPL-3) with a PCM codec for speech and sound effects.

to:

The one biggest drawback with FM synthesis is that it cannot reproduce PCM audio at all, meaning to some people, this is taking one step backwards instead. This resulted in the influx of "hybrid" cards mentioned below, in which many cards couple a FM synthesizer (usually a OPL-2, later OPL-3) with a PCM codec for speech and sound effects. This oversight also saw Adlib users getting a Covox Speech Thing or Disney Sound Source to supplement the Adlib's musical capabilities.

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One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (still not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the CMS (''Crative Music System'', later rebranded ''Game Blaster''), which was PSG-based as well).

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (still audio. Still not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the CMS (''Crative Music System'', later rebranded ''Game Blaster''), which was PSG-based as well).
well.


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The one biggest drawback with FM synthesis is that it cannot reproduce PCM audio at all, meaning to some people, this is taking one step backwards instead. This resulted in the influx of "hybrid" cards mentioned below, in which many cards couple a FM synthesizer (usually a OPL-2, later OPL-3) with a PCM codec for speech and sound effects.
Is there an issue? Send a MessageReason:
None


One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (still not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the ''Game Blaster'', which was PSG-based as well).

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (still not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the CMS (''Crative Music System'', later rebranded ''Game Blaster'', Blaster''), which was PSG-based as well).
Is there an issue? Send a MessageReason:
None


One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the ''Game Blaster'', which was PSG-based as well.

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (not (still not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the ''Game Blaster'', which was PSG-based as well.
well).
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As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects. However, it wasn't until the early 2000s that wavetable sound cards became a niche and [=PCs=] switched fully to software-driven PCM engines. Much of the delay could be attributed to sloppy code and poor optimization, however, as the Mac had no problems with software-driven synthesis, while [=PCs=] saw bad CPU spikes when playing music using software-driven synthesis until at least the Pentium III era. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.

to:

As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects. However, it wasn't until the early 2000s that wavetable sound cards became a niche and [=PCs=] switched fully to software-driven PCM engines. Much of the delay could be attributed to sloppy code and poor optimization, however, as the Mac had no problems with software-driven synthesis, while [=PCs=] saw bad CPU load spikes and frame rate issues when playing music using software-driven synthesis until at least the Pentium III era. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.
Is there an issue? Send a MessageReason:
None


As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects. However, it wasn't until the early 2000s that wavetable sound cards became a niche and PCs switched fully to software-driven PCM engines. Much of the delay could be attributed to sloppy code and poor optimization, however, as the Mac had no problems with software-driven synthesis, while PCs saw bad CPU spikes when playing music using software-driven synthesis until at least the Pentium III era. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.

to:

As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects. However, it wasn't until the early 2000s that wavetable sound cards became a niche and PCs [=PCs=] switched fully to software-driven PCM engines. Much of the delay could be attributed to sloppy code and poor optimization, however, as the Mac had no problems with software-driven synthesis, while PCs [=PCs=] saw bad CPU spikes when playing music using software-driven synthesis until at least the Pentium III era. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.
Is there an issue? Send a MessageReason:
None


As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects. However, software PCM Synthesis was still unfeasible on many PCs at the time, as all but the highest end Pentium CPUs struggled with it (although this could be attributed to poorly written software as the Mac had no problems with software-driven synthesis). It wasn't until the early 2000s that PCs caught up and hardware wavetable sound cards became a niche. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.

to:

As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects. However, software it wasn't until the early 2000s that wavetable sound cards became a niche and PCs switched fully to software-driven PCM Synthesis was still unfeasible on many PCs at engines. Much of the time, as all but the highest end Pentium CPUs struggled with it (although this delay could be attributed to poorly written software sloppy code and poor optimization, however, as the Mac had no problems with software-driven synthesis). It wasn't synthesis, while PCs saw bad CPU spikes when playing music using software-driven synthesis until at least the early 2000s that PCs caught up and hardware wavetable sound cards became a niche.Pentium III era. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.
Is there an issue? Send a MessageReason:
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As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects, and hardware wavetable sound cards became a niche. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.

to:

As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects, effects. However, software PCM Synthesis was still unfeasible on many PCs at the time, as all but the highest end Pentium CPUs struggled with it (although this could be attributed to poorly written software as the Mac had no problems with software-driven synthesis). It wasn't until the early 2000s that PCs caught up and hardware wavetable sound cards became a niche. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.
Is there an issue? Send a MessageReason:
None


One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the ''Game Blaster'', which was PSG-based as well.

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The Atari8BitComputers UsefulNotes/Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (not convinced? Creative Lab's first sound card for the PC before the widely-successful [=SoundBlaster=] was the ''Game Blaster'', which was PSG-based as well.
Is there an issue? Send a MessageReason:
None


One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (not convinced? Creative Lab's first sound card before the widely-successor [=SoundBlaster=] was the ''Game Blaster'', which is PSG-based as well.

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (not convinced? Creative Lab's first sound card for the PC before the widely-successor widely-successful [=SoundBlaster=] was the ''Game Blaster'', which is was PSG-based as well.
Is there an issue? Send a MessageReason:
None


One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!".

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. The Atari8BitComputers used a POKEY chip, which is also a PSG. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!".
"Say-Gah!", and have even been used to do CPU-driven speech synthesis on several accounts. It's safe to say that from the late 70s to the early 80s, PSG chips were technically the backbone of gaming audio (not convinced? Creative Lab's first sound card before the widely-successor [=SoundBlaster=] was the ''Game Blaster'', which is PSG-based as well.
Is there an issue? Send a MessageReason:
None


The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and key instruments like the piano, and early iterations have problems with percussion (sounds "flat", especially with first and second generation synthesizers), and string instruments (sounds "plasticky" and "toyish"), but most of the problems were ironed out with later generation synthesizers.

to:

The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and key instruments like the piano, and early iterations have problems with percussion (sounds "flat", especially with first and second generation synthesizers), synthesizers, but still a problem with third generation synths), and string instruments (sounds "plasticky" and "toyish"), but most of the problems were ironed out with later generation synthesizers.
Is there an issue? Send a MessageReason:
None


The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and certain other instruments like xylophones, but percussion comes out feeling "flat" and string instruments sound "toyish", and tends to sound "plasticky" or "metallic" if asked to recreate a whole orchestra. It's excellent for making strange noises and sound effects.

to:

The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and certain other key instruments like xylophones, but the piano, and early iterations have problems with percussion comes out feeling "flat" (sounds "flat", especially with first and second generation synthesizers), and string instruments sound "toyish", and tends to sound (sounds "plasticky" or "metallic" if asked to recreate a whole orchestra. It's excellent for making strange noises and sound effects."toyish"), but most of the problems were ironed out with later generation synthesizers.
Is there an issue? Send a MessageReason:
None


The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and string instruments, but percussion comes out feeling "flat" and "toyish", and tends to sound "plasticky" or "metallic" if asked to recreate a whole orchestra. It's excellent for making strange noises and sound effects.

to:

The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for woodwind and string instruments, certain other instruments like xylophones, but percussion comes out feeling "flat" and string instruments sound "toyish", and tends to sound "plasticky" or "metallic" if asked to recreate a whole orchestra. It's excellent for making strange noises and sound effects.
Is there an issue? Send a MessageReason:
None


The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for percussion and woodwind instruments, and tends to sound "plasticky" or "metallic" if asked to recreate a whole orchestra. It's excellent for making strange noises and sound effects.

to:

The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for percussion and woodwind and string instruments, but percussion comes out feeling "flat" and "toyish", and tends to sound "plasticky" or "metallic" if asked to recreate a whole orchestra. It's excellent for making strange noises and sound effects.
Is there an issue? Send a MessageReason:
None


One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} also used a PSG audio chip, though later versions also included a PCM audio codec for rudimentary speech and sound effects support. Also, sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!".

to:

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} and UsefulNotes/{{MSX}} also used a PSG audio chip, though later versions of the Atari ST also included a PCM audio codec for rudimentary speech and sound effects support. Also, most sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!".
Is there an issue? Send a MessageReason:
None


Additionally, the Yamaha OPL chips were also found on the [=MoonSound=], [=MSX Music=] and [=MSX Sound=] expansion cards for the MSX, and the popular [=AdLib=] sound card for [=PCs=] (and became the defacto standard until usurped by the [=SoundBlaster=] in the early 90s), as well as in most [=SoundBlaster=] PC sound cards and clones to provide [=AdLib=] compatibility. There was even a FM Synthesis module for the UsefulNiotes/{{Commodore 64}} in case the user needs even better quality music than the SID can provide.

to:

Additionally, the Yamaha OPL chips were also found on the [=MoonSound=], [=MSX Music=] and [=MSX Sound=] expansion cards for the MSX, and the popular [=AdLib=] sound card for [=PCs=] (and became the defacto standard until usurped by the [=SoundBlaster=] in the early 90s), as well as in most [=SoundBlaster=] PC sound cards and clones to provide [=AdLib=] compatibility. There was even a an OPL-1 based FM Synthesis module (allegedly upgradable to OPL-2) for the UsefulNiotes/{{Commodore 64}} in case the user needs even better quality music than the SID can provide.
Is there an issue? Send a MessageReason:
None


Additionally, the Yamaha OPL chips were also found on the [=MoonSound=], [=MSX Music=] and [=MSX Sound=] expansion cards for the MSX, and the popular [=AdLib=] sound card for [=PCs=] (and became the defacto standard until usurped by the [=SoundBlaster=] in the early 90s), as well as in most [=SoundBlaster=] PC sound cards and clones to provide [=AdLib=] compatibility.

to:

Additionally, the Yamaha OPL chips were also found on the [=MoonSound=], [=MSX Music=] and [=MSX Sound=] expansion cards for the MSX, and the popular [=AdLib=] sound card for [=PCs=] (and became the defacto standard until usurped by the [=SoundBlaster=] in the early 90s), as well as in most [=SoundBlaster=] PC sound cards and clones to provide [=AdLib=] compatibility.
compatibility. There was even a FM Synthesis module for the UsefulNiotes/{{Commodore 64}} in case the user needs even better quality music than the SID can provide.
Is there an issue? Send a MessageReason:
None


On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the [[AppleII Apple II, IIe and IIc]] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).

to:

On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the [[AppleII [[UsefulNotes/AppleII Apple II, IIe and IIc]] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).
Is there an issue? Send a MessageReason:
None


On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the [[Apple2 Apple II, IIe and IIc]] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).

to:

On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the [[Apple2 [[AppleII Apple II, IIe and IIc]] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).
Is there an issue? Send a MessageReason:
None


On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the Apple [=II=], [=IIe=] and [=IIc=] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).

to:

On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the [[Apple2 Apple [=II=], [=IIe=] II, IIe and [=IIc=] IIc]] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).
Is there an issue? Send a MessageReason:
None


The first popular gaming platforms to use a PCM Synthesis chipset were the UsefulNotes/{{Amiga}}, UsefulNotes/{{SNES}}, and believe it or not, {{Pinball}} systems, mainly those that used Creator/{{Midway}}'s DCS PCM Synthesis board (which also saw use in VideoGame/MortalKombat and VideoGame/RevolutionX cabinets, since it not only reproduces instruments more faithfully, but one of the many tricks PCM synthesis could do was transparently loop fully-voiced music tracks, which is an important feature of the latter game). The UsefulNotes/{{NES}} and UsefulNotes/SegaGenesis both had rudimentary PCM support, but this was mainly used for pre-recorded voices, sound effects, and drums, (and in actuality worked by manipulating the PSG in the case of the NES. The modified [=OPL2=] chip (called an [=OPN2=]) used by the Genesis has a PCM codec mode, but the Genesis can also resort to manipulating the PSG to play back PCM sounds if needed- notable as it's how the Sonic 3 Launch Base zone BGM managed to have a percussion and still have the "Go!" voice samples). Pretty much every system introduced since uses PCM.

to:

The first popular gaming platforms to use a PCM Synthesis chipset were the UsefulNotes/{{Amiga}}, UsefulNotes/{{SNES}}, and believe it or not, {{Pinball}} systems, mainly those that used Creator/{{Midway}}'s DCS PCM Synthesis board (which also saw use in VideoGame/MortalKombat and VideoGame/RevolutionX cabinets, since it not only reproduces instruments more faithfully, but one of the many tricks PCM synthesis could do was transparently loop fully-voiced music tracks, which is an important feature of the latter game). The UsefulNotes/{{NES}} and UsefulNotes/SegaGenesis both had rudimentary PCM support, but this was mainly used for pre-recorded voices, sound effects, and drums, (and in actuality worked by manipulating the PSG in the case of the NES. The modified [=OPL2=] chip (called an [=OPN2=]) used by the Genesis has a PCM codec mode, but the Genesis can also resort to manipulating the PSG to play back PCM sounds if needed- notable as it's how the Sonic 3 Launch Base zone BGM managed to have a percussion track and still have the "Go!" voice samples). Pretty much every system introduced since uses PCM.
Is there an issue? Send a MessageReason:
None


The first popular gaming platforms to use a PCM Synthesis chipset were the UsefulNotes/{{Amiga}}, UsefulNotes/{{SNES}}, and believe it or not, {{Pinball}} systems, mainly those that used Creator/{{Midway}}'s DCS PCM Synthesis board (which also saw use in VideoGame/MortalKombat and VideoGame/RevolutionX cabinets, since it not only reproduces instruments more faithfully, but one of the many tricks PCM synthesis could do was transparently loop fully-voiced music tracks, which is an important feature of the latter game). The UsefulNotes/{{NES}} and UsefulNotes/SegaGenesis both had rudimentary PCM support, but this was mainly used for pre-recorded voices, sound effects, and drums, (and in actuality worked by manipulating the PSG in the case of the NES. The modified [=OPL2=] chip (called an [=OPN2=]) used by the Genesis has a PCM codec mode, but the Genesis can also resort to manipulating the PSG to play back PCM sounds if needed). Pretty much every system introduced since uses PCM.

to:

The first popular gaming platforms to use a PCM Synthesis chipset were the UsefulNotes/{{Amiga}}, UsefulNotes/{{SNES}}, and believe it or not, {{Pinball}} systems, mainly those that used Creator/{{Midway}}'s DCS PCM Synthesis board (which also saw use in VideoGame/MortalKombat and VideoGame/RevolutionX cabinets, since it not only reproduces instruments more faithfully, but one of the many tricks PCM synthesis could do was transparently loop fully-voiced music tracks, which is an important feature of the latter game). The UsefulNotes/{{NES}} and UsefulNotes/SegaGenesis both had rudimentary PCM support, but this was mainly used for pre-recorded voices, sound effects, and drums, (and in actuality worked by manipulating the PSG in the case of the NES. The modified [=OPL2=] chip (called an [=OPN2=]) used by the Genesis has a PCM codec mode, but the Genesis can also resort to manipulating the PSG to play back PCM sounds if needed).needed- notable as it's how the Sonic 3 Launch Base zone BGM managed to have a percussion and still have the "Go!" voice samples). Pretty much every system introduced since uses PCM.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Gaming audio has evolved a great deal from the first machines to feature it in the 1970s.

!In the beginning: Beeps and clicks

On early machines, there either wasn't any sound hardware, or the sound hardware was extremely simple, being able to click a speaker or play simple tones. This was also the default sound system on IBM PC compatibles for many years, as well as on early Apple computers like the Apple [=II=], [=IIe=] and [=IIc=] (The Apple IIGS had PCM sample playback capabilities courtesy of an Esoniq PCM Codec).

!Programmable sound generators

One step up from simple beeps and clicks was the ''programmable sound generator'' (PSG), a set of oscillators on a chip that could be programmed in real time. The simplest ones, like the Texas Instruments 76496 and GI/Microchip 8910, had 3 square-wave channels and 1 white noise channel, all with independent volume controls. At the other end of the spectrum was the UsefulNotes/{{Commodore 64}}'s SID, a full 3-channel hybrid analog synthesizer with sine, square and triangle wave oscillators, filters and white noise. The UsefulNotes/{{Atari ST}} also used a PSG audio chip, though later versions also included a PCM audio codec for rudimentary speech and sound effects support. Also, sound cards released for the Apple II were PSG-based. Many [=PSGs=] could be fooled into playing back sampled audio by feeding PCM values into the volume control registers thousands of times a second, as heard on some Game Gear games by "Say-Gah!".

!FM synthesizers

The next step up would be FM synthesizers. FM synthesizers work by combining tones of various frequencies together in real time, with up to 4 oscillators working together to make a note. The technique works best for percussion and woodwind instruments, and tends to sound "plasticky" or "metallic" if asked to recreate a whole orchestra. It's excellent for making strange noises and sound effects.

When FM synthesis was popular, Yamaha owned the patents, so pretty much all arcade and console games that used FM used a Yamaha FM synthesizer chip to do the work. The UsefulNotes/SegaGenesis had a Yamaha FM+ TI PSG chip inside.

Additionally, the Yamaha OPL chips were also found on the [=MoonSound=], [=MSX Music=] and [=MSX Sound=] expansion cards for the MSX, and the popular [=AdLib=] sound card for [=PCs=] (and became the defacto standard until usurped by the [=SoundBlaster=] in the early 90s), as well as in most [=SoundBlaster=] PC sound cards and clones to provide [=AdLib=] compatibility.

!Sample playback and PCM (Wavetable) synthesis

The crown of gaming audio, Pulse-Code Modulation systems work from actual samples of instruments, making their sound much richer. Since they can reproduce practically any sound, all sorts of odd effects are possible. PCM engines typically don't do any mathematical synthesis on their own, preferring instead to mix samples together at various speeds and volumes; however, high-end samplers used in music composition can filter the sound and do all sorts of other tricks. [=DSPs=] may be present to add effects like echo and reverb.

The first popular gaming platforms to use a PCM Synthesis chipset were the UsefulNotes/{{Amiga}}, UsefulNotes/{{SNES}}, and believe it or not, {{Pinball}} systems, mainly those that used Creator/{{Midway}}'s DCS PCM Synthesis board (which also saw use in VideoGame/MortalKombat and VideoGame/RevolutionX cabinets, since it not only reproduces instruments more faithfully, but one of the many tricks PCM synthesis could do was transparently loop fully-voiced music tracks, which is an important feature of the latter game). The UsefulNotes/{{NES}} and UsefulNotes/SegaGenesis both had rudimentary PCM support, but this was mainly used for pre-recorded voices, sound effects, and drums, (and in actuality worked by manipulating the PSG in the case of the NES. The modified [=OPL2=] chip (called an [=OPN2=]) used by the Genesis has a PCM codec mode, but the Genesis can also resort to manipulating the PSG to play back PCM sounds if needed). Pretty much every system introduced since uses PCM.

On [=PCs=], PCM started to take over from FM-only cards in the early 1990s, when the first sound cards with samplers on-board and audio codecs appeared. On the low end were "hybrids" which used PCM sample playback for sound effects and speech, but FM synthesis for music. Most [=SoundBlaster=] cards except the AWE, Live!, Audigy and X-Fi series of cards were these, as were the numerous [=SoundBlaster=] "clones".

On the higher end we have cards that were full PCM Wavetable Synthesis devices. These used audio samples provided by the user for music synthesis, but offered rudimentary PCM sample playback on a separate codec for sound effects and speech as well. These cards were later joined by Aureal's Vortex and [=NVidia's SoundStorm=], which used the same DLS format as Microsoft's [=DirectMusic=] software Synthesizer. However on the PC end, the larger publishing houses were slow to take advantage of these cards and full support only appeared in the mid-90s despite the first of them appearing as early as 1991. As a matter of fact, fans of such cards blame the poor uptake on the fact that most major publishing houses chose to not support such cards when porting games to the PC. However, support for such cards appeared very early on with publishers dedicated to the PC platform like Creator/ApogeeSoftware, Creator/EpicGames and Creator/IDSoftware. In fact, many of Epic Games' titles sound better on the Gravis Ultrasound than anything else (caused by fully supporting the wavetable engine of an Ultrasound, but not the wavetable engines of competing cards- [=AWE32/64=] support on their games are basically no different from [=SoundBlaster=] 16 mode- software mixing only with no support for the EMU wavetable synthesizer.

As CPU power increased, especially after the Pentium and [=PowerPC=] processors became popular (around 1995), PC games began using software PCM engines to play instruments and sound effects, and hardware wavetable sound cards became a niche. As of 2014, no consumer cards have a hardware wavetable chip anymore and cards with such circuits are now only found in the realm of professionals.

!Red-Book CD audio

Finally, once games started to ship on optical media, prerecorded audio became common. The audio could be played from the CD just like any other song, while the game data lived in memory. This technology actually developed in tandem with PCM Sample playback and competed with PCM Synthesis, and is sometimes used together with the former (for example, in the PC port of VideoGame/WipeOut and VideoGame/QuakeII, where the music is played from the music CD partition of the disc while the sound effects are played through PCM sample playback). A nice side-effect of this would be that the game CD is its own soundtrack CD and the soundtrack can be enjoyed on any regular CD player, and it also adds an extra layer of complexity for CopyProtection in that multi-partition game discs are difficult to duplicate reliably. Additionally, the music sounds just as good as PCM sampled music. On the downside, however, looping music tends to be difficult if not impossible to implement- as evident in SonicCD on the UsefulNotes/SegaCD, where the music had a short fade-out and fade-in section when repeating.

This was one of the main draws of the UsefulNotes/AppleMacintosh in the early 90s, when educational and adventure games alike started using these for music as an alternative to FM synthesis.

See also AwesomeMusic.VideoGames, PacManFever.
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