Samples and Recorded Audio in Games (SNES and beyond) | Simon Hutchinson

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  • เผยแพร่เมื่อ 17 ก.ค. 2024
  • An introduction to how sampled audio fits into the history of videogame sound.
    Digitized sound has been around for a long time, but digital audio takes up a lot of space. That's why early games opted to synthesize sound from square waves and digital noise rather than store recorded audio. But, as game technology progressed, and game media allowed more and more space, sampled audio gradually became more the norm.
    0:00 Introduction
    0:36 Digital Recording for Music
    1:18 Sound in Early Consoles
    2:20 Samples on the Super Nintendo
    3:16 Beyond the SNES
    3:59 Looking ahead: Adaptive Music and System-driven Audio
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ความคิดเห็น • 5

  • @lamiamekni2802
    @lamiamekni2802 2 ปีที่แล้ว

    What do samples from a PCM sound chip have to do with storage space

    • @SimonHutchinson
      @SimonHutchinson  2 ปีที่แล้ว +2

      Check this out for more information: th-cam.com/video/p08WDDNjwAE/w-d-xo.html

  • @johneygd
    @johneygd 2 ปีที่แล้ว +4

    Snes audio 4Bits? Hahahaha no, it was not 4bits but 16bits but the snes had to interpolate that 4bit compressed audio back to 16bit.

    • @Raikaska
      @Raikaska ปีที่แล้ว +2

      Welp, not 16 bit in the same sense that a PCM wav file is, but still close