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The Secret of Monkey Island Shows Evolution of PC Audio

Normally I don't have much interest in stuff like this, but this history of PC audio is dripping with nostalgia. From the bleeps and bloops of the PC Jr to the Gravis Ultrasound I lusted after while stuck with an Adlib ... it warms the cockles of my old-man heart. Not sure that Monkey Island was the right demo choice, but hey.

60 of 348 comments (clear)

  1. Roland MT32 by nacturation · · Score: 3, Insightful

    I had one of those... shelled out quite a few bucks for it too. Any Sierra game sounded absolutely amazing in it, particularly Leisure Suit Larry. Anyone else remember the elevator music? "... da dum da da dum dum dum dum, wah wah wah wah wah..."

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    1. Re:Roland MT32 by Anonymous Coward · · Score: 2, Informative

      I picked up MT-32's expanded cousin CM-32L for 7 euros at the local auction site a few years ago. For the less fortunate (those who don't own the device), there's the Munt MT-32 emulator at http://sourceforge.net/projects/munt/

    2. Re:Roland MT32 by IorDMUX · · Score: 2, Funny
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    3. Re:Roland MT32 by archmcd · · Score: 3, Funny

      I had a 386/66 when I was about 12

      Really? A 386/66? Well I have a 5G iPhone.

      </nitpick>

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    4. Re:Roland MT32 by theaveng · · Score: 2, Informative

      And here's the SID chip (released 1982). Not bad eh? Certainly beats anything IBM PC or Apple could do in 1982:

      Here's Monkey Island on the Paula sound chip (released 1985). Again..... beats anything IBM PC or Apple could do in 1985 or even 1990:

      SID - http://www.youtube.com/watch?v=vXizZ7kx_VE
      Paula - http://www.youtube.com/watch?v=8DL6HYGwEwM

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    5. Re:Roland MT32 by Trixter · · Score: 2, Informative

      This is wholly inaccurate. The only reason the Mac didn't have decent sound was because Burrell only put a single-voice DAC into the Mac and Burrell and Hertzfeld didn't have a lot of time to write a decent mixing routine. More details here: http://www.folklore.org/StoryView.py?project=Macintosh&story=Sound_By_Monday.txt

      Jam Session and Studio Session by Bogas were able to mix up to six voices realtime, so decent sound was possible through software.

  2. I disagree! by Monkeedude1212 · · Score: 3, Interesting

    Not sure that Monkey Island was the right demo choice, but hey.

    I remember playing The first 2 when they first came out, with all their beeps. Then I remember playing them in '99 for kicks on a laptop. And I remember playing them a couple years ago for the nostalgia.

    Each and every time the audio was different (though only slightly for the most recent attempt). Its crazy how hardware changes could make such a profound difference, since I assume its all the same audio code just getting executed differently. It's funny, because in '99, I thought I had mixed something up with the audio setup because it didn't sound right. No that was just how it was SUPPOSED to sound on a good audio card.

    1. Re:I disagree! by Lumpy · · Score: 2, Informative

      most of the time it was the quality of the samples in the midi instrument table.

      soundcard tech has not changed much from the first days.... the midi audio sample tables on the other hand....

      Honestly, current soundcards utterly suck compared to the better ones from a decade ago.

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    2. Re:I disagree! by VGPowerlord · · Score: 3, Interesting

      Honestly, current soundcards utterly suck compared to the better ones from a decade ago.

      Most soundcards don't bother to include a MIDI wavetable or even an FM synth any more. On Linux you need something like TiMidity. On Windows, you have the MS software synth (I forget its name).

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    3. Re:I disagree! by VGPowerlord · · Score: 2, Informative

      Each and every time the audio was different (though only slightly for the most recent attempt). Its crazy how hardware changes could make such a profound difference, since I assume its all the same audio code just getting executed differently. It's funny, because in '99, I thought I had mixed something up with the audio setup because it didn't sound right. No that was just how it was SUPPOSED to sound on a good audio card.

      Secret of Monkey Island also has 3 different PC versions.
      1. The original version, using MIDI
      2. The 1997 CD re-release using CD tracks for music... but was basically the MIDI version recorded from a Roland device of some sort.
      3. The 2009 remake, using digital audio... but it changes music between a version recorded from the original release on an Adlib card and one recorded by a live band when you switch between modern and classic modes.

      The remake of the second game is coming later this year, most likely mid-June or mid-July.

      --
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    4. Re:I disagree! by Jeremy+Erwin · · Score: 2, Informative

      For a while, the purpose of a sound card was to "accelerate" Direct Sound3D-- and the better the sound card, the more voices could be mixed in real time, and the more precise the placement in 3D space. A good sound card could really take the pressure off the CPU. CPUs have improved since then, and Microsoft changed DirectX, so perhaps they're pointless now.

  3. GameBlaster by truthsearch · · Score: 4, Insightful

    I LOVED by GameBlaster. Such a major upgrade from the PC speaker. My (rich) friend got the Roland and I was jealous.

    Then years later I upgraded to the AudioBlaster and loved it. My (rich) friend got the newer Roland and I was jealous.

    Owning a computer is like owning a boat. You're always jealous of the guy in the next slip who has one just a little bit better.

    1. Re:GameBlaster by Kjella · · Score: 3, Insightful

      Owning a computer is like owning a boat. You're always jealous of the guy in the next slip who has one just a little bit better.

      No, the problem with computers and the way they evolved was that you were always jealous of the guy with the fat yacht. And just when you thought you had bought a yacht, it lasted three seconds before it was a skiff. For a long time there, every computer was a big WOW. Sure, you're not running the hottest computer if you have one from 2005 but at least you don't feel like you belong in a technical museum anymore.

      --
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    2. Re:GameBlaster by Wrexs0ul · · Score: 3, Interesting

      ...and 20 years from now you'll retire and he'll be the one with the PS8 :)

      The circle of life. I remember my mom upgrading her home PC (lawyer + WordPerfect = revolutionary then) back when I was scrounging family member's office throw-aways. Now she's got a 4 year old dell laptop compared to a dozen racks of 2U's.

      For all the complaining I'm glad she didn't just buy me a system though, I'd never have learned the insides (and the programming using them) without her.

      -Matt

      --
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    3. Re:GameBlaster by DerekLyons · · Score: 3, Insightful

      Owning a computer is like owning a boat. You're always jealous of the guy in the next slip who has one just a little bit better.

      For the kind of person who rates his own value in terms of whether his material possessions are equal to or better than someone else's. Sure.

  4. The Roland MT32 is the best by macinnisrr · · Score: 4, Interesting

    IMHO, listening to these side by side, that Roland MT32 is better sounding than even the cd-quality digital audio. How about that sweet marimba lead line? DickMacInnis.com

    1. Re:The Roland MT32 is the best by drewhk · · Score: 2, Informative

      I think the MIDI bank is what makes the difference here. If the composer did his work on soundcard X then it may sound badly on card Y -- because the MIDI banks use different sounds.

  5. Ugh..... by theaveng · · Score: 2, Informative

    That's pretty much my "nostalgia" when it relates to 1980s and early 90s PC Audio. "Ugh". Or "ick". Or "I'm glad I bought a multimedia computer".

    I remember debating online with IBM PC fans, and how they kept insisting that the PC had better sound (and graphics) than an Atari 800, Commodore 64, or Amiga/ST. Well I guess they were "invested" and had to defend their PCs, but it wasn't even a close race. Check it out for yourself. A lot of these PC sound effects don't sound much better than my old 1977 Atari console:

    Part 1 http://www.youtube.com/watch?v=cETl8PhUy_E
    Part 2 http://www.youtube.com/watch?v=_e4uwzNkUVE

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    1. Re:Ugh..... by theaveng · · Score: 2, Informative

      P.S.

      The Ataris, Commodores, and Amigas not only had better sound/graphics, but also had the advantage of being much cheaper to buy ($500 or less), and you didn't have the headache of non-functional software drivers. They were as easy to use as consoles - just plug'n'play. They were the computers of choice for 80s/early 90s gamers.

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    2. Re:Ugh..... by theaveng · · Score: 3, Informative

      I agree completely, but for some reason I've yet to fully understand, the teeming masses all bought DOS machines... and now here we are.

      According to Ars Technica, the top-selling computers purchased by "the masses" were the TRS-80, Commodore 64, and Amiga 500. The reason IBM PC/DOS/Windows came to dominate is because (1) Radio Shack and Commodore failed to innovate and upgrade the hardware, (2) cheap cloning of the IBM PC put them literally everywhere, and (3) businesses bought nothing but PCs.

      1994-95 was the watershed year. Atari went bankrupt, Commodore went bankrupt, and Apple almost went bankrupt as well. Apple was saved by its dominance in the schools (first Apple IIs, then Macs), otherwise it too would probably be history.

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    3. Re:Ugh..... by CronoCloud · · Score: 3, Insightful

      It's pretty simple, it was mostly two thing:

      Microsoft/Lotus/IBM: "you'll never be fired for buying IBM, and those kiddie Amigas and ST's can't run Wordperfect, Microsoft Word, Lotus 1/2/3, or dBase. You want to be able to bring work home from the office even if you don't work in an office don't you?"

      Consumers: "ZOMG we have to have an IBM compatible at home..just in case we ever need to bring work home from the office that we don't work in, or be able to afford to pay hundreds of bucks for Lotus or Word."

      It was essentially the early version of Microsoft Office lock-in. And to this day, the "home computer market" suffers for it. Well, to be honest, there is no "home computer market" anymore.

  6. Re:Gravis Ultrasound -- the love and hate by Skarecrow77 · · Score: 4, Funny

    I had the original GUS.

    Getting a GUS and SB16 to coexist peacefully under Dos, windows 3.1, and Windows 95 is probably the apex triumph of my dos/win 9x hardware troubleshooting youth.

    IRQs, DMAs, and win.ini/system.ini can rot in hell.

    On the other hand, I suppose it prepared me for linux...

  7. Fun by TheSpoom · · Score: 4, Interesting

    It's interesting; the evolution of PC audio was mostly bottlenecked by storage. We had the ability to playback full waveform sound back in the day, but we didn't have the storage capacity for it until larger hard drives and CD-ROMs came about.

    The reason that cards like Adlib were popular and in widespread use is because storing the notes of a song and using whatever music banks were available on the user's card was cheaper (storage-wise) for game developers than storing a full waveform audio track and playing it. We had waveform sound effects, of course, because they're short and thus small (though some early soundcard-using games even simulated that through the card's music banks).

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    1. Re:Fun by dintech · · Score: 2, Informative

      But of course, the Amiga was where the .mod format was popularised. For those who are too young to remember, it was a happy combination of samples and note sequences to trigger them. This was used for the best and most varied game music at the time as well as a staple of the demo scene.

    2. Re:Fun by mc6809e · · Score: 3, Interesting

      It's interesting; the evolution of PC audio was mostly bottlenecked by storage.

      That's not it at all. An Amiga in 1985 with 512k could run Deluxe Music Construction Set using digitized instruments. If you wanted to know what Bach's little Fugue in G-minor with a banjo sounds like, you'd just change instruments and a sampled banjo would be used to play the music.

      With just 512k the key obviously wasn't memory.

      The key for the Amiga was to have multiple DMA channels, one for each instrument, all fetching audio samples from memory at the same time and each driving a DAC at a variable rate depending on a programmable divisor and combining the results. By playing with the divisor for each DMA channel, you could change the pitch and produce many notes from one sample stored in memory. And with multiple DMA channels available, polyphonic sound was possible. Oh, and because it was DMA driven, very little CPU time was consumed.

      The real reason PC audio suffered early on because the PC wasn't meant to play much more than "beep". And early sound cards simply followed the tradition of using synthesis instead of digitization to construct noises.

    3. Re:Fun by drinkypoo · · Score: 2, Interesting

      The reason that cards like Adlib were popular and in widespread use is because storing the notes of a song and using whatever music banks were available on the user's card was cheaper (storage-wise) for game developers than storing a full waveform audio track and playing it.

      You apparently weren't here when we went through this process. I was; my first PC was an IBM PC-1. The only way you could play PCM audio on a machine like that, without a Sound Blaster or similar, was to bit-bang the PC speaker from the CPU. The classic mod player 'mp' offered this as an output driver in addition to SoundBlaster and GUS support. Actually loading and converting a sample even in uncompressed format like 8-bit WAV was too much work to do this gracefully on a 4.77 MHz XT, though. A 6 MHz 286 would do it, but not well. Pretty much any 386 could do it without stuttering, but most people with a 386 had a sound card, and anyway, that's way down the line from the era we're speaking of.

      So, back to the good old days. The original 8-bit SoundBlaster card was not only not the first PCM card for PCs, but it only had one output channel and only handled 22kHz audio. But the SoundBlaster and the AdLib FM synthesis card are contemporaries! People were still buying AdLib cards even though the SoundBlaster was available and included AdLib-compatible FM synthesis because it was a significantly cheaper card. It wasn't because they didn't have a use for PCM audio; many games included sampled audio.

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    4. Re:Fun by Spatial · · Score: 2, Informative

      Was? Tracked music is still alive and well.

      I only started making it myself a few years ago.

    5. Re:Fun by TheSpoom · · Score: 2, Informative

      Sure, but there was a time where it was technically possible to do full digitized audio while developers continued to use synthesized audio. I'm not saying that fully digitized cards were always around, but about halfway through that video the CD quality sound starts to become possible but not done because of limitations in storage at the time.

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  8. Remarkable evolution, and not just sound! by snarfies · · Score: 3, Interesting

    I was a Commodore guy in the 80s. One of my friends had an IBM PC, and I would laugh at how primitive it was - CGA graphics and that horrible blatting from the speaker! But what REALLY got me was that he had to insert a DOS disk to load another program! I mean, just imagine - the Commodore you just turned on and it was ready to roll into action. It wasn't until many years later when I saw a system with VGA graphics and a Soundblaster - and I was still on my Commodore 128. Ooof. How theonce mighty fell.

  9. Re:creative cards, what a waste of money by Skarecrow77 · · Score: 2, Insightful

    That's because Creative is the Bose of the computer world. The bulk of the "premium" cost of creative products goes into advertising and packaging (and frivilous litigation! anybody remember Aureal?) trying to convince you that they're the best, and that's why you're paying that premium.

    After I learned this the hard way (ouch wallet), I did purchase a few $15 OEM SBlive cards at computer shows over the years, but never any of their premium packaged BS.

    The sad thing is, the EMU10K chip CAN be awesome when surrounded by quality components instead of hype. I still use my E-MU 1212m card as the DAC for both of my computers.

  10. Re:Creative AWE64 Gold, how I miss thee by ArcherB · · Score: 2, Interesting

    I remember how amazing the AWE64 Gold was...worth every penny I spent on it way back in the day. I still have the glossy cover that came on the front of the box, it's hanging up in my gaming room :-)

    When we were dating, I bought my wife an AWE64 for her birthday with a MIDI capable keyboard w/ cables and some MIDI software. She was pissed. She saw it as me buying her computer equipment, much like Homer buying Marge a bowling ball. It wasn't until years later that I explained that it was the best gift I had ever given anyone. She was a music major and I was a computer geek. This hardware would have allowed her to create her own symphonies if she so desired, right there from my living room.

    The gift was the perfect "marriage" of our talents but she was so pissed that I didn't dare explain the hint until many years later.

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  11. SET BLASTER=A220 I5 D1 H5 P330 T6 by TonyXL · · Score: 2, Interesting

    My first card was the Sound Blaster 16 (non-ASP). Bought over the Pro Audio Spectrum 16. Later I got the Roland Sound Canvass Daughterboard, an obscure card that plugged right into the SB16 and greatly improved the MIDI quality. Creative offered the WaveBlaster which was similar.

    Came with a ton of software including:

    DR. SBAITSO!

  12. Obligatory by wynterwynd · · Score: 2, Interesting

    That's the second oldest monkey theme I've ever heard!

    My Pro Audio Spectrum 16 sounded great, when I could get it to sound at all. Half the time I had to use SB/Adlib compatibility modes. Had a bitch of a time trying to get it to work on later games, eventually traded up to a SB.

    These days I barely even think about sound cards, I suppose because they're now basically just fancier and fancier amplifiers and mixers. I suppose the home sound studio and audiophiles will always want the next new shiny, but there's only so much innovation you can do with audio data before you have to modify the output devices. You have to wonder how Creative stays in business, I can't think of a significant advance in sound hardware in many years that wasn't fully dependent on your speaker setup.

    --
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  13. Re:The real comparison is in music production by nacturation · · Score: 2, Insightful

    At the time you needed to spend $50,000 to record a decent sounding professional album in a studio. Nowadays you can make a recording on par with the hits of the 90s (at least) on a $100 desktop with a $200 soundcard. And major record labels wonder why we're not convinced that the major pop acts are worth the money.

    Either this is one hell of a subtle troll, or you're smoking something crazy if you think a professional recording studio can be replaced with a few hundred bucks in computer equipment. Though I suppose you could use the computer as a microphone stand or a chair, and the packing material as budget sound baffling. And maybe you could find an audio engineer to work for free and bring along all his/her equipment and cabling. That aside, you're on crack.

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  14. They missed one... by TrisexualPuppy · · Score: 4, Interesting

    As a child in 1993, the version that I had on my 486 had CD AUDIO. About 2% of the CD was game data, and the rest was music, the way that they had to do things before computers were powerful enough to do audio compression but when people were becoming tired of MIDI. You could listen to the audio tracks from the CD player if you started up Windows 3.1. All of the sound effects/music in Monkey Island were absolutely beautiful. Good luck finding actual CD-quality music in games today!

    And by the way, the "1994-now" "CD quality" snippet is not the same game music that I had in 93. I kind of wonder which version he got it from and what format it came in.

    1. Re:They missed one... by joeflies · · Score: 2, Interesting

      Those games didn't always check to see if the correct CD was in the drive, either. I remember once playing a game and I couldn't figure out why the background music was playing depeche mode instead of the normal game music. It wasn't until much later that I realized that it just simply played track 1 of whatever disk was in the drive at that time.

  15. That's because the person doing it did it wrong by Sycraft-fu · · Score: 3, Informative

    The last one is not "CD quality digital audio," other than that is was probably rendered at 48kHz, 16-bit (which would actually be DVD or DAT, not CD). It was just rendered with a soundfont on a SoundBlaster X-Fi, and not a particularly good one. The quality you get out of a sampler is only as good as the samples you put in.

    So it isn't as though this was played by a live orchestra and recorded to CD. It is the same technology as the AWE32/64 stuff, just a larger sample set, but probably not professionally done (there are lots of shitty free soundfonts online).

    What would be interesting to hear is how it would sound if given the full treatment of high quality modern professional samples. You find that you can get very realistic, high quality sample sets these days. I'm talking multiple gigabytes for a single instrument. While it still doesn't sound 100% real, you can get some really good expressiveness and realism from it.

    If I were at home I'd post a quick demo using some of the samples I have but oh well.

    At any rate, it isn't that the MT-32 was the be-all, end-all or anything, it is that the person doing the demo didn't understand what they were doing. Also I suspect the original track was composed for the MT-32. A lot of games in that era were composed for the MT-32, and then arranged for other popular devices like the Adlib.

    1. Re:That's because the person doing it did it wrong by am+2k · · Score: 2, Interesting

      What would be interesting to hear is how it would sound if given the full treatment of high quality modern professional samples.

      Not quite what you meant, but pretty close: PPOT - Monkey Island.

      Real instruments and stuff like that (how quaint).

  16. Star Control 2 by naz404 · · Score: 2, Insightful

    Star Control 2 was amazing - it could to speech & digitized music on the PC speaker without soundcards! For those who haven't played it, it's been open-sourced and you can download it here complete with new remixed soundtracks.

    1. Re:Star Control 2 by WeatherServo9 · · Score: 2, Informative

      The idea of digitized sound through the PC Speaker was around long before Star Control 2 (1992); the earliest game I know of to do this is Czorian Siege in 1983. Of course, it was just a few short clips and was far more limited than what SC2 accomplished but it's an impressive trick and would have been surprising to hear at the time! Access Software used the trick extensively in the late 80's; I think most if not all of their later games supported this. What was interesting about SC2 though was that it took the idea a little further; instead of just playing back a sound clip it actually mixed samples together on the fly to create the music/sounds much like on the GUS version or an Amiga.

    2. Re:Star Control 2 by 89cents · · Score: 2, Interesting

      I have to agree and glad someone else commented on this. This has been the only time in my PC experience that I have ever been awed by PC sound - similar to being awed by graphics from Doom and then Glquake. Star Control 1 had midi music, but after I bought SC2, my college roommate and I were astonished by what we heard. Digitized music (Amiga mod style) coming from a game that came on a few 1.44MB floppy disks, not to mention that the music was good and I still load them up sometimes.

    3. Re:Star Control 2 by The+Finn · · Score: 2, Informative

      starcon 2 used 4-channel amiga-style mods.

      --
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  17. Re:Xenon 2 on Amiga 500 by theaveng · · Score: 2, Informative

    Xenon 2 Original - http://www.youtube.com/watch?v=o3n6BRUVAl0
    Remix - http://www.youtube.com/watch?v=mFkP6xzzTeI

    Not bad for a computer from 1985, eh? Notice the near-CD-quality sampling. And here's an overall compilation of Amiga music from the 80s and 90s:

    Part 1 http://www.youtube.com/watch?v=nTz5iwmtkrs
    Part 2 http://www.youtube.com/watch?v=u5Eoc8VsV_M
    Part 3 http://www.youtube.com/watch?v=EuXVy6qXyuI
    Part 4 http://www.youtube.com/watch?v=1l6_mS_cnwQ
    Music Archive - http://www.paula8364.com/

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  18. Old audio. by MaWeiTao · · Score: 2

    I have fond memories of the PCjr's 3-channel audio. Not only did it produce a unique sound, but it allowed for simultaneous sound effects and music. What was really interesting was that about when consumer-level sound cards really began entering the market a few game developers were getting digitized audio out of PC speakers. The audio was very grainy, but it was nonetheless impressive.

    The early versions of that music still appeal to me more than the later, higher quality variations. I think they had more character, kind of like the difference between 2D sprites and polished 3D graphics. The later versions sound more generic to me. And I feel like the melody is buried under the percussion in the later versions.

  19. How about pulse-width modulation by cecom · · Score: 2, Interesting

    I remember there were games which managed to generate very impressive sounds from the good old PC speaker using pulse-width modulation. It was pretty impressive when you suddenly heard _real_ sound from your PC speaker for the first time. I was like "what the hell is going on??"

  20. DIY was king... by AcidTag · · Score: 2, Informative

    When the game-blaster was $500 or so we made our own thank you. :)
    I used to get reels of matching resistors and make soundcards for everyone I knew with a PC.
    Originally released by Covox, it was simple to make your own, and way cheaper than everything on the market.
    http://en.wikipedia.org/wiki/Covox_Speech_Thing

  21. Re:Creative AWE64 Gold, how I miss thee by Skarecrow77 · · Score: 2, Insightful

    I bought my wife a GBA for the first birthday we spent together.

    I bought her a DS for an engagement present (yes, I got her a ring first of course). She bought me a PSP.

    SHE is the one who told ME that we should go shopping for more RAM and new video cards a few months back.

    you guys married the wrong women.

  22. Re:The real comparison is in music production by demonlapin · · Score: 2, Interesting

    He's exaggerating a bit, but try this to see what can be done with a modern PC.

  23. Space Quest 4 & Sound Blaster by TravisO · · Score: 2, Funny

    On a tangent, and a somewhat interesting experience I had...

    In 1992 I saved up enough allowance to buy a Sound Blaster, my first sound card. After I made my AUTOEXEC changes I tried out my favorite game of the time, Space Quest 4. What I experience was this annoying ringing that made me stop the game, quit, tweak the settings, reboot and start the game again. This went on a few times until almost an hour had passed.

    Then out of defeat I started the game and didn't quit it, only to discover the annoying ring was the beginning of the soundtrack. Mind you, it's an MIDI instrument to the sound isn't as annoying on better sound cards, but on a SB it was pretty annoying, check it out for yourself:

    http://www.youtube.com/watch?v=EKE4YExWcy8

  24. Re:Creative AWE64 Gold, how I miss thee by arth1 · · Score: 2, Insightful

    Anyone who gets pissed when receiving presents is someone seriously spoiled and best avoided.

  25. Re:Gravis Ultrasound -- the love and hate by bored · · Score: 2, Informative

    The problem usually was the GUS's SB emulation. The best bet was simply to disable it, use the GUS in GUS mode for things that support it and use the SB for everything else. I had both cards too, I don't remember anything particularly problematic about getting them both to work.

  26. Not the right demo : Technicality by DrYak · · Score: 3, Interesting

    Not sure that Monkey Island was the right demo choice, but hey.

    I disagree

    There's a technical problem in this demo :
    Monkey Island was designed at a time when *General* MIDI didn't exist yet and MT-32 was considered the nec plus ultra.

    As such its music was composed with that plat-from in mind and make extensive use of its capabilities and special features (uploads a lot of instrument patches, etc)

    So it's a good demo for MT-32/LAPC-1 (because that's what the music was composed for).
    And it's a good demo for everything that came before (because during production the musicians and programmer spent a great deal of time making sure that the music plays well in reduced quality. Note for example the emulation of polyphony by using arpeggios in sound cards lacking enough channels, like PC-Speaker's Mono and PCjr's 4 voices).

    But it's a BAD EXAMPLE for everything that came after-ward :
    Monkey Island simply saw a quick General MIDI patch, which enabled it to play on general midi synths by mapping the MT-32 soundtrack's (custom) instruments to their (stock) GM equivalent.
    So NONE of the cards shown afterward are used at their full potential, although using better synth technology (Wavetable synthesis for most of them) they simply play the GM approximation of the soundtrack.
    The over-all quality is so-so : stock instruments of recent card with wavetable sound better than the linear arith. synthesis of MT-32, but the General MIDI sound track lacks the customisation uploaded to the MT-32 by SysEx commands. (It would have been better if the GM enabled version did upload its own samples bank into the wavetable. Saddly not possible using strictly GM commands).
    (With perhaps the exemption of Orchid sound cards which feature full MT32 emulation instead of instrument remapping as in other "MT32 modes")

    For a *real* progression of quality, the demo should have featured the Amiga version of the game (4 sound channels only, but sample based synthesis, so indeed an improvement of quality),
    and the later VGA enhanced talkie version of the games (uses a CD soundtrack).

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  27. Re:Creative AWE64 Gold, how I miss thee by danieltdp · · Score: 2, Informative

    Clearly you don't understand how women mind works... Women are crazy. You never know for sure how they will react. This case seems obvious because the guy told you the story, but you will never guess her reaction before hand.

    Its part of the burden men has to carry in order to have a significant other of the opposite sex

    --
    -- dnl
  28. Re:Half-Life with Aureal 3D sound by Anaerin · · Score: 3, Interesting

    It amazes me that Aureal A3D still is more detailed and acoustically correct than the latest revision of EAX. Proper occlusion and reflection on 3D-positioned sounds in A3D Vs. varying levels of reverb in EAX. Why did Creative win that particular battle?

  29. I owned a lot of sound cards back then. by shippo · · Score: 2, Interesting

    I bought a good number of sound cards over that period.

    I started with a cheap Soundblaster clone called the Thunderboard. It offered Adlib compatibility, which was enough for games music. The card was somewhat noisy when playing audio and not always compatible. It did, however, have native drivers with Windows 3.1 when that finally appeared.

    The next card was an early wavetable card from Orchid. I wanted a Roland but couldn't afford one, so went for this thing instead. The card supported the GM sound set, but also roughly emulated a Roland device. It also emulated Adlib playback, but had severe compatibility issues when it came to playing back wave audio.

    A few months later I acquired a Soundblaster PRO. Finally I had stereo PCM, but also updated the FM synthesis to OPL3. Finding games that supported OPL3 was tricky, but when they did appear the sound was phenomenal, with big 'farty' bass sounds.

    Eventually my old PC became obsolete so I upgraded to something new. That came fitted with it's own adequate Soundblaster 16 clone from Opti, but went back to OPL2 for FM. It lacked any wavetable facilities onboard, but had a slot for a daughter-board that offered the feature. Unfortunately I could never find anything to fit that slot.

    Then I picked up a Yamaha XG wavetable board that was probably the last in wavetable technology. The XG soundset added many more instruments to GM, together with a whole other set of parameters that could be tweaked. By then, of course, most games were abandoning external music sources, so it was only really used for other projects. I've still got this card at home, but lack anything with an ISA slot to fit it to.

    I'm pretty sure I also picked up another cheap Soundblaster clone around this time too, as the card originally fitted into the PC wasn't compatible with the latest version of DirectX requited by one game. Again

  30. But they sucked. by antdude · · Score: 2, Informative

    But most of those MIDI sucked unless you had high quality. I remember using Yamaha SoftSynthesizer that made a big difference in MIDI! Do those high quality MIDI softwares exist today? I still have some OLD *.mid files I would like to listen under XP, 64-bit Windows 7, Linux/Debian, and Mac OS X. :(

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  31. iMuse by Tetsujin · · Score: 2, Interesting

    What this video doesn't tell you is that MIDI could allow pacing of music to the action. MIDI could allow for real climaxes and transitions between different passages depending on the kind of action; a good sound card could give you, in many cases, a better experience to a pre-recorded digital piece.

    Great examples: Indiana Jones and the Fate of Atlantis and X-Wing.

    I don't know...

    I mean, in X-Wing, you'd normally be flying around and if there were enemies around, you'd hear the "Millennium Falcon vs. TIE Fighters" music. And then if you destroyed a target you'd get a little triumphant musical phrase thrown in there for your victory...

    One of the problems here was that it didn't distinguish targets. You'd get the crescendo even if you just destroyed an immobile, unarmed cargo container with no shields.

    And there were missions where you had to destroy like 30 of those damn things... So you'd wind up hearing those two "triumph" phrases, alternated one after the other, nearly back-to-back sometimes...

    Not to say the system couldn't be made better, but sometimes I think it's better just to have good background music in a loop, and don't worry about matching the action. You can match music to film because you can control the timing of film through editing... That's just not true of a game.

    --
    Bow-ties are cool.
  32. Re:Half-Life with Aureal 3D sound by ElusiveJoe · · Score: 2, Interesting

    I concur. EAX at that time wasn't even a 3D sound technology, it was cheap annoying echo and nothing more. I remember trying A3D in jDoom engine - it was amazing! Playing Heretic with only two speakers, I could tell that monster was behind, above and left of me. Even later surround systems could not achieve that. Yes, with surround you can probably tell if something happened behind you or left of you, but you can never distinguish if something happened above you.

  33. Re:Half-Life with Aureal 3D sound by Anaerin · · Score: 2, Informative

    And it had proper occlusion and reflection. So if there was something outside the room you were in, you could hear the echo of it as it bounced off the wall outside.

    Yes, it did require you to give the sound driver a very rough model of the 3d scene, but as you already had a model laying around that you were rendering, it wasn't too difficult to add, provided you were willing to put the work in at an engine level. 3rd party developers who didn't own the game engine they were using relied on the engine provider to add the functionality (Example: Half-Life had it, as Valve had access to the engine and could code it in).

    From Wiki[Citation Needed]pedia:

    A3D uses a subset of the actual in-game 3D world data to accurately model the location of both direct (A3Dspace) and reflected (A3Dverb) sound streams (A3D 2.0 can perform up to 60 first-order reflections). EAX 1.0, the competing technology at the time promoted by Creative Labs, simulated the environment with an adjustable reverb -- it didn't calculate any actual reflections off the 3D surfaces.

    Creative Labs sued Aureal for patent infringement in March 1998, and Aureal countersued for patent infringement and deceptive trade practices. Aureal won the lawsuit brought by Creative in December 1999. However, the cost of the legal battle caused Aureal's investors to cease funding operations, forcing Aureal into bankruptcy. Creative then acquired Aureal's assets in September 2000 through the bankruptcy court with the specific provision that Creative Labs would be released from all claims of past infringement by Creative Labs upon Aureal's A3D technology. While Creative Labs has not chosen to support the A3D API, the underlying advanced features of A3D technology is making its way into Creative Labs' newer EAX incarnations.[citation needed]

    That last sentence is rather telling, as I've yet to see the features that A3D had being advertised in a Creative product.

  34. Re:The real comparison is in music production by macinnisrr · · Score: 2, Informative
    Anyone who has ever dealt with a major label knows that all recording/production costs are recouped by the label before the artist makes any money. Plus the record label only pay out a dollar or two per album (I had heard a few years back that Metallica was making $4 per album, but even that figure is ludicrously high). Plus retail also takes a cut (even on itunes). Plus manufacturing costs money if you're making CDs and 15% (this is standard) of these CDs are given away as promotional. So consider the fact that if one spends $50,000 on the recording and production of an album (a modest figure in a major studio), one must sell about 30,000 copies of the album just to break even on the cost of making the album. Music acts make money playing live, and don't recieve a wage during recording (unless they get an advance, which is also recouped, adding to the number of albums which must be sold to break even).

    The alternative now is that I can buy the $100 computer (a p4 with 3gb ram will do great), and a $200 soundcard (an m-audio delta 1010lt). I should have been more clear earlier, but the other $700 would easily rent a nice set of drum microphones (if you're even using real drums, and even then, it's usually easier to get a good sound with triggers - ala Nirvana's Nevermind, Red Hot Chili Peppers' Blood Sugar Sex Magic, and just about every other mainstream record you've ever heard), a good vocal mic, and any instruments you may also need (although if you're a recording musician you probably already have that stuff, major label deal or not). To be absolutely realistic, the costs of the rentals you'll need for tracking (and the old carpet you need for the walls) is probably more in the region of about $200, but I tend to err on the side of caution when I make such broad statements. So you could make an album yourself, and after you recoup the $1000 it took to make it, you start earning money on all the hard work you have done in writing and recording your music. Alternatively, you could make an album with a major label, go into the hole with them for $50,000, and start making money for the same amount of work after 30,000 albums are sold. And when you want to make a new album again, the label won't let you unless you've made money on the last. If you had done it yourself, you could not only start creating again in a couple of months, but your costs for album 2 are 30% less because you already have the computer and soundcard you used the first time

    Where do I come up with this stuff? I've done it. Several times. Check out dickmacinnis.com to listen to my debut solo album, which I've already made almost $20,000 on to date. The album took about two months to write/record/produce/master, and I'll be able to continue selling it until the day I die. I'm currently working on the follow up.

    DickMacInnis.com