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.
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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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.
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.
Developers: We can use your help.
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
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...
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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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.
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.
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.
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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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.
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).
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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?