Στο θέμα του ήχου χωράει πολύ κουβέντα… ρίξτε όμως μια ματιά σε αυτό (όσο έγκυρο μπορεί είναι)…
«One of the earliest
home computers to make use of digital signal processing in the form of sampling was the
Commodore Amiga in 1985. The computer's sound chip featured four independent 8-bit
digital-to-analog converters. Developers could use this platform to take
samples of a music performance, sometimes just a single note long, and play it back through the computer's
sound chip from memory. This differed from
Rally-X in that its hardware DAC was used to play back simple
waveform samples, and a sampled sound allowed for a complexity and authenticity of a real instrument that an FM simulation could not offer. For its role in being one of the first and affordable, the Amiga would remain a staple tool of early
sequenced music composing, especially in
Europe.»
«As home consoles moved into the
fourth generation, or 16-bit era, the hybrid approach (sampled and tone) to music composing continued to be used. In 1988 the
Sega Mega Drive (Sega Genesis in the US) offered advanced graphics over the
NES and improved sound synthesis features (also using a Yamaha chip, the
YM2612),
[19] but largely held the same approach to sound design. Ten channels in total for tone generation with one for PCM samples were available in
stereoinstead of the NES's five channels in mono, one for PCM. As before, it was often used for percussion samples, or "drum kits" (
Sonic the Hedgehog 3). The 16-bit Sega referred to was the CPU and should not be confused with 16-bit sound samples. The Genesis did not support 16-bit sampled sounds. Despite the additional tone channels, writing music still posed a challenge to traditional composers and it forced much more imaginative use of the
FM synthesizer to create an enjoyable listening experience.»
«The evolution also carried into home console video games, such as the release of the
Super Famicom in 1990, and its US/EU version SNES in 1991. It sported a specialized custom
Sony chip for both the sound generation and for special hardware DSP. It was capable of eight channels of sampled sounds at up to 16-bit resolution, had a wide selection of DSP effects, including a type of
ADSR usually seen in high end synthesizers of the time, and full stereo sound.»
http://en.wikipedia.org/wiki/Video_game_music
Αν συγκρίνουμε τα τεχνικά χαρακτηρίστηκα, το SNES είναι το καλύτερο….ύστερα από 5 χρόνια...
Στο άρθρο δεν είδα να αναφέρει συχνότητες δειγματοληψίας (28khz με 8bit δείγματα για την Amiga με χρήση DMA, 36khz με 16bit δείγματα για SNES)
Πάντως όλα είχαν τις δυνατές στιγμές τους!