For example, the best-selling Super Nintendo Entertainment System (SNES) comprised eight channels and could play back 8-bit samples. Some would also implement technological innovations of the time such as FM synthesis. Their respective successors would gain a greater number of channels, faster sampling rates and higher bit resolutions. It was also capable of producing a single PCM channel for low-quality samples. Likewise, the Sega Master System – home to Sonic The Hedgehog – had a 4-channel sound chip: three square wave generators and a noise generator. – had a 5-channel sound processor: two pulse-width modulation channels, a triangle wave generator, a noise generator and a fifth channel that could playback low-quality PCM samples. For instance, the groundbreaking Nintendo Entertainment System (NES) – home to the iconic Super Mario Bros. Needless to say, video game audio was very rudimentary, at least by today’s standards.īroadly speaking, sound processors consisted of a few monophonic channels capable of generating basic, low-bit resolution waveforms or playing back low-quality digital samples. Consoles had distinct timbres and sonic qualities due to their technical specifications.However, they all had certain commonalities which were mainly due to the technological limitations of the time. Are you into old-school gaming? Do the retro sounds of 8-bit and 16-bit videogames fascinate you? In this article, we’ll give you some tips to emulate your favourite classic consoles “ fakebit -style” and turn your DAW into a chiptune playground.īefore you jump into your DAW, you should be familiar with the characteristics of third and fourth-generation videogame sound processors so that you can effectively emulate them in the digital domain.
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