Tuesday, September 04. 2012The History of Sound Cards and Computer Game MusicVia MacGateway -----
1981: PC SpeakerIf you had an IBM PC computer or a 100-percent compatible clone between 1981-1988, you were most likely listening to — or cutting the wires of — your computer’s internal speaker. The PC speaker was solely a rudimentary tone generator. It played one note at a time, didn’t have different instruments for composers to choose from and even lacked volume control. As a result, music played on the PC speaker tended to sound tinny and grating. Composers could get around these problems by varying the pitch of a note slightly to create vibrato and playing fast arpeggios to simulate the sound of multiple notes being played simultaneously. By playing short “blips” between notes — short low-pitched sounds in the middle of a longer, high-pitched sound, for example — it was possible to simulate percussion. However, most PC speaker music didn’t have this much effort put into it; game music from this era often sounded rather monotonous. Through a clever hack, some computer games from the late ’80s actually played 6-bit digital sound through the PC speaker. However, this technology was used in few games because it was difficult to play digital sound through the speaker without sacrificing speed. When sound cards began to drop in price, the digital sound hack became irrelevant. Listen to the PC SpeakerComposed by Nobuyuki Aoshima, Mecano Associates, Hibiki Godai, Fumihito Kasatani and Hiromi Ohba. Developed by Game Arts and published by Sierra On-Line. This piece from the Silpheed soundtrack illustrates the technique most composers used when writing music for the PC speaker; the speaker plays the main melody only, and no tricks are used to simulate rhythm or accompaniment. 0.7557583413464285
Composed by Charles Deenen and Kurt Heiden. Developed by Interplay and published by Electronic Arts. By toggling rapidly between different notes, the theme from Interplay’s The Lord of the Rings creates the impression of up to four voices playing simultaneously from the PC speaker. 0.4226384684680691
Composed by Michel Winogradoff. Developed and published by Loricels. Hearing digital samples from an IBM-compatible computer before the release of the Sound Blaster was quite a novelty. Because of space limitations — Space Racer shipped on just one 5.25-inch floppy diskette — each sample is stored on the disk only once. The song is played by triggering the samples in a specific order. 0.3016364115678769
Unknown composer. Developed and published by Electronic Arts. Music Construction Set accomplished the seemingly impossible by playing four simultaneous voices with no audible toggling. Although the voices have a bit of a “fuzzy” quality, you can clearly hear the details of the composition. 0.4878135374665018
Unknown composer. Developed by Byron Preiss Video Productions and published by Telarium. While PCjr and Tandy 1000 owners were treated to a wonderful three-voice opening theme when playing Rendezvous With Rama, the PC speaker version of the theme switches confusingly from one “instrument” to another in an attempt to create the same effect. 0.84933580705889
1984: IBM PCjr and Tandy 1000
Listen to the Tandy 1000
Although the sound chip of the Tandy 1000 lacked an effects channel for percussion, the three-voice polyphony made it possible to construct a full piece of music with melody, harmony and bass. The Tandy 1000 version of the Silpheed soundtrack was a significant improvement over the PC speaker version. 0.3337348795500842
The Tandy 1000 version of the introduction piece for Rendezvous With Rama conveys the full effect of what the composer intended, while the PC speaker version could only “fake” it by switching from voice to voice. Because the quality of PC game music was generally rather low in the early ’80s, hearing such a complex piece at the beginning of a game was a real treat. 0.3364050403359875
The PC speaker version of Music Construction Set was done so well that the difference between it and the Tandy 1000 version isn’t quite “night and day” as it is with some other games. However, because the Tandy 1000 could play multiple voices without tricks, the tones do sound less “fuzzy.” 0.25702458221989355
Composed by Hibiki Godai. Developed by Game Arts and published by Sierra On-Line. Thexder, the pinnacle of PC action gaming in 1987. features an appropriately energetic soundtrack that makes use of arpeggios to suggest chord changes. If the music sounds familiar to you, it may have something to do with the fact that Hibiki Godai also contributed to the Silpheed soundtrack. 0.2316209437950919
1987: AdLib Music Synthesizer
Although the Roland MT-32 was a far better synthesizer, it was the AdLib Music Synthesizer card that would set the standard in PC audio for the next few years — mostly due to its lower price tag. The AdLib cost $200, making it far more affordable than the $550 MT-32 ($1,053 in 2012 dollars). The AdLib generated music with a Yamaha YM3812 chip, which produced sound through FM synthesis. The YM3812 was also known as the FM Operator Type-L 2 or OPL2 chip; it could play up to nine voices simultaneously and produced tones by manipulating waveforms such as sine and half-sine waves. The sound quality was not unlike that of the inexpensive Japanese keyboards that many families had stashed under their couches in the late ’80s. The AdLib lacked the ability to produce true stereo audio or play digital sound samples of any kind. Nevertheless, it could produce rich, full sounds in the hands of skilled composers, as demonstrated by some of the samples below. Its primary shortcoming stemmed from the fact that many game music composers focused most of their efforts on high-end MIDI hardware such as the Roland MT-32 and Sound Canvas SC-55. In converting these soundtracks for the AdLib, little time was spent tweaking the music to highlight the AdLib’s strengths. Some of the best AdLib music was composed by demoscene members and shareware game companies, perhaps because their smaller budgets made purchasing the expensive Roland hardware impossible. Listen to the AdLib
Although music produced by the AdLib may sound primitive by today’s standards, the AdLib version of the Silpheed soundtrack is a dramatic upgrade over the PC speaker version. This piece features percussion, synthesized brass, bass and bells. 0.18340542751177802
The Alibi (1992) The Alibi was originally composed for the Commodore 64 by Thomas E. Petersen (“Laxity”) and converted to the AdLib by Jens-Christian Huus (“LCH”). Both were members of the computer music group Vibrants. The Alibi features rich bass and makes full use of the AdLib’s capabilities. using techniques such as vibrato and ADSR envelopes for a more expressive sound. 0.08691297104154727
Composed by Robert A. Allen and Owen Pallett. Developed by P Squared and published by Safari Software. Traffic Department 2192 supported only PC speaker and AdLib/Sound Blaster sound, possibly because the composer didn’t have access to high-end MIDI hardware. As a result, the soundtrack is engaging and comes off sounding like it was composed for the device rather than converted from the original MT-32 version. 0.19239623889525936
Composed by Stéphane Picq. Developed by Cryo Interactive and published by Virgin Games. Although Dune supported the Roland MT-32 and LAPC-1, it is the AdLib version of the soundtrack that everyone remembers — perhaps because few people owned the expensive Roland hardware, but also, I think, because of the skillfulness with which the soundtrack was composed. An enhanced version of the soundtrack was released as the CD Dune: Spice Opera. Unfortunately, the CD is out of print and very difficult to find. 0.731059320396247
Composed by Mieko Ishikawa, Y?z? Koshiro, Hideaki Nagata, and Reiko Takebayashi. Developed by Nihon Falcom and published by Sierra On-Line. Sorcerian was a lengthy game for its time, and it has a long, varied soundtrack to match. Unfortunately, the AdLib conversion of the soundtrack suffers a bit from a lack of bass and comes off sounding a little tinny. 0.20794382649337573
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1987: Roland MT-32
Listen to the Roland MT-32
The Silpheed theme was one of the pieces that Sierra used to hype the Roland MT-32, and it was an appropriate choice; the beginning highlights the MT-32?s excellent built-in digital reverb, and the main section of the piece features excellent synth and wind sounds as well as a driving percussion track. While this is a catchy piece on any sound card, it was obviously meant to be heard on the MT-32. 0.3215597932141211
Composed by Nobuyuki Aoshima and Fumihito Kasatani. Developed by Game Arts and published by Sierra On-Line. The Roland MT-32 has a display screen that shows when instruments and other parameters change. Developers sometimes made it display fun messages, such as “Thank you for playing.” You could watch it to gain insight into how game music composers worked. This theme from Zeliard frequently changes lead instruments to add interest and variety. 0.8576106124730506
Composed by Chris Braymen. Developed and published by Sierra On-Line. This lovely piece from Quest for Glory II again highlights the lifelike reverb of the MT-32, while adding a “human” element in the subtle tempo and volume changes of the plucked harp. 0.30651464745857393
Composed by Kenneth W. Arnold. Developed and published by Origin. Many of the pieces from Ultima VI are deceptively simple, featuring only a handful of different instruments. Nevertheless, this soundtrack has wiggled its way into the brain of many an Ultima fan and once it grabs hold, look out. 0.09956728634506073
The synth-rock pieces in the Sorcerian soundtrack are some of the best that early ’90s computer games had to offer. On the MT-32, you can hear exactly what the soundtrack’s composers were going for: hard-driving drums, big synthesizer sounds and more than a little Duran Duran influence. In all, the Sorcerian soundtrack featured 59 distinct songs. 0.49126353633117836
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1988: Creative Music Systems Game Blaster
Listen to the Game Blaster
The Game Blaster version of the Silpheed soundtrack is a slight improvement over the Tandy 1000 version but pales in comparison to the AdLib and MT-32 versions. The lack of percussion hampers the Game Blaster, as does the fact that many soundtracks utilized the high end of its tonal range, which tended to sound tinny. 0.5541427330501894
Composed by Herman Miller and Martin Galway. Developed and Published by Origin. When composers utilized the low end of the Game Blaster’s range, they could create rich, full music that was every bit as compelling as AdLib music in its own way. Unfortunately, few composers did. Times of Lore is perhaps the most prominent exception. 0.0055847390524850216
While the Game Blaster version of the Ultima VI soundtrack stays within the Game Blaster’s lower register, it doesn’t play to the card’s strengths quite as well as the Times of Lore soundtrack did and pales in comparison to the MT-32 version. Because few people purchased Game Blaster cards, creating soundtracks that lived up to the card’s potential was rarely a priority. 0.26170650545588736
The Game Blaster adaptation of the Sorcerian soundtrack fails to convey the synth-rock excitement of the original MT-32 version. By staying within the card’s high register, the music sounds thin and overly computerized. 0.8831707614104088
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1989: Creative Labs Sound Blaster
The first Sound Blaster included a chip that made it backwards-compatible with the Game Blaster. It could play 8-bit, 23 kHz audio and record 8-bit, 12 kHz audio, both in single-channel mono. Although this was significantly lower than CD quality, it worked well for sound effects in games. Prior to the release of the Sound Blaster, many games with AdLib support used the AdLib for music while playing sound effects through the PC speaker. The Sound Blaster provided a much better experience when its ability to play digital sounds was utilized. Unfortunately, the Sound Blaster could also be a bit buggy. It required manual IRQ configuration and frequently conflicted with other hardware in the computer. Digital sounds were preceded by loud pops and sometimes caused computers to lock up. Listen to the Sound BlasterComposed by Daniel Gardopee, Andrew G. Sega and Straylight Productions. Developed by Origin and published by Electronic Arts. This piece from the Crusader installation program illustrates the Sound Blaster’s ability to play music based on digital samples. Although the Sound Blaster is limited to 8-bit mono sounds, the Crusader soundtrack sounds far better than most games that utilized the YM3812 chip. The AdLib could not have reproduced this soundtrack at all. 0.024012318074697392
Composed by Ken Allen, Brian Luzietti, Larry Peacock, Leslie Spitzer, Jim Torres and Tim Wiles. Developed by Parallax Software and published by Interplay. Descent was one of the few games with separate soundtracks for the Sound Blaster and Sound Blaster 16. This OPL2 version of the soundtrack utilizes the YM3812 chip, which means that it would sound exactly the same on the AdLib. 0.6822970705816165
Composed by Johann Langlie, Brian Luzietti, Mark Morgan, Larry Peacock, Peter Rotter and Leslie Spitzer. Developed by Parallax Software and published by Interplay. Although this piece from Descent II is more mature and complex than the selection from the first game, it seems to overpower the YM3812 at one point. Near the end of the piece, instruments begin to cut out, perhaps because the maximum polyphony of the Sound Blaster has been reached. 0.9106262112058331
1991: Roland Sound Canvas SC-55
The Sound Canvas SC-55 was Roland’s first GM-compatible sound module. It became the preferred sound device for games with General MIDI soundtracks, both because of its exceptional sound quality and because many composers used it to create game soundtracks. Although the GM standard defined the basic list of 128 instruments, manufacturers used their own samples and synthesizer chips to create them. This resulted in slight variances in instrument balance and tonal quality between different devices, even when playing the same MIDI composition. Therefore, the only way to hear many game soundtracks exactly they were composed was to play them on the SC-55. Although the Sound Canvas SC-55 was one of the best MIDI synthesizers on the market in 1991, it saw limited success among non-musicians because gamers had begun to demand digital sound playback and Sound Blaster compatibility. A computer owner could experience the best that modern games had to offer by using a Sound Canvas SC-55 for MIDI music and a Sound Blaster for sound effects, but few people had upwards of $1,000 to spend on hardware for game music. The Sound Canvas line became a successful one for Roland; descendants of the SC-55 remain available today. Listen to the Roland Sound Canvas SC-55
Composed by Robert Holmes. Developed and published by Sierra On-Line. The SC-55 soundtrack for Sierra’s first entry in the Gabriel Knight series, with classical, jazz and rock influences, shows the full range of the sound module’s capabilities. Pay particular attention to the swell of the piano, organ and chorus about two thirds into the first piece. 0.939918215410632
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Composed by Aubrey Hodges. Developed and published by Sierra On-Line. In addition to a much better acoustic grand piano, the SC-55 featured guitar sounds that were vastly superior to those on the MT-32. The Quest for Glory IV soundtrack features heavy use of the electric guitar sound and utilizes real playing techniques such as bends, tremolo picking and hammer-ons. 0.6158948227413409
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1992: Gravis UltraSound
The music synthesizer component of the Ultrasound was also miles ahead of the Sound Blaster Pro. The Ultrasound came with 256 KB of built-in sample memory and supported a maximum of 1 MB. Using this sample memory, composers and game programmers could create “tracker music” — constructed by manipulating digital samples rather than sending commands to a hardware synthesizer — using samples stored entirely in the sound card’s memory. In addition, the Ultrasound featured a hardware mixer that could independently adjust the volume of each voice before sending it to the computer’s speakers. The Sound Blaster Pro also supported tracked music, but it had no built-in memory and relied on the computer’s processor to mix multiple voices. During a time when a typical computer had a 386 or 486 processor and 4-8 MB of RAM, allocating 256 KB of system memory to audio samples and using the processor to mix voices resulted in a significant drain on system resources. Games utilizing the Ultrasound had better sound quality and smoother animation. However, the Gravis Ultrasound had trouble gaining acceptance among consumers who weren’t hardcore gamers, musicians or demoscene members because it lacked the Yamaha YM3812 chip and therefore wasn’t completely Sound Blaster-compatible. By this time, Creative Labs had been successful in creating an industry standard that consumers looked for when buying sound cards. My research suggests that Gravis announced the Ultrasound in 1991, but didn’t release it until October 1992. This gave Creative plenty of time to prepare a counter-attack, resulting in the release of the Sound Blaster 16 in June 1992. Listen to the Gravis Ultrasound
It could sometimes be difficult to find games with proper support for the Gravis UltraSound
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