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Originally Posted by
Vector
I agree. I can hear voices chopped but it's not enough to bother me because it's clearer. Esp the "fight !" (sounds smooth) or others. Plus when it announces "Japan" and has plane flight sound it sounds good, not "jekplaaannn" and what sounds like a plane dragging it's wings on ground kkkkcccckkkkwwwweeeeeewwwwwwwww.
They both sound bad . . . and I'd argue "distorted" would apply to both as well. Which bothers you more is really up to personal preference or perception (aesthetics).
Which is, again, what makes the comparison different for Super Street Fighter 2, you get rid of that added variable . . . actually 2 added variables (MD samples are prefiltered and muffled, no longer bright/tinny). All that's left is the crappy disorted playback on the MD to detract from it, and that's a software/programming problem. (sound quality is dependent on programming since sample playback is done in software by the Z80 writing to an 8-bit DAC port on the YM2612 . . . that's one more variable on top of all the other factors affecting sample quality -bitrate, format, preprocessing, etc)
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Okay, more can be done in fm on md because it doesn't have to worry about storing a sample like snes for audio all the time sort of like the md is a synthesizer and it can play samples if it can sample but snes only uses samples yes ? But where I'm lost is, md is FM/synth. So how does it play samples, from the ti chip or sms z80 chip ? How does yamaha chip playback both, and the md sample storage is less than snes yes ?
As I touched on above, and Kamahl mentioned, the YM2612 has an 8-bit DAC port that can be manually fed by an external CPU (the 6th FM channel gets disabled) . . . there's no hardware support for PCM, so it's all up to programming to load samples and write to the DAC. (additionally, there's also no timer interrupts to handle PCM sample rate taking in hardware for the Z80 -YM interrupt lines aren't connected, though you can poll the YM2612 timers at the expense of CPU overhead or use cycle timed code to time things instead -the latter is the most efficient if done well, and much better than interrupt PCM too, but it has to be done well to actually work . . . and poor timing is present in a lot of MD games due to a lack of good coding) That's not getting into other problems like bank-switching overhead and DMA contention for the Z80 requiring further workarounds to really make things work well. (the set up allows a lot of flexibility if programmed well though, and it was probably the cheapest option for Sega given they wanted SMS compatibility -a few other tweaks like connecting the YM interrupt lines, changing DMA priority, or a couple other things would have helped a lot though . . . not to mention potential hardware workarounds via on-cart hardware -DMA sound chip for hardware PCM playback, memory mappers to work around the bank-switching issue, etc)
Think if ot kind of like those DIY or Covox style parallel port DAC "sound devices" for PCs. (Disney Sound Source is the same kind of thing)
Games using multiple PCM channels do this by mixing them in software, and this is when bank-switching becomes a problem, at least assuming the game uses more than 32 kB of samples total. (the Z80 switches 32 kB banks in ROM space, and the banking mechanism is slow -a serial shift that takes 11 cycles iirc- and multi-channel games that use more than 32kB would thus be switching banks after every single sample played -every sample byte, that is- adding a ton of overhead . . . that-is unless you mix to a buffer in Z80 RAM and thus read from 1 bank for a while and then mix in the other sample to the buffer -more elaborate buffering also avoids the DMA contention issues, but it seems that wasn't typically implemented)
Oh, and one more small note, you CAN also play samples through the PSG channels as 4-bit nonlinear PCM of sorts (modulating the 4-bit logarithmic volume of the PSG channels) or allowing somewhat better resolution by adding the 3 channels (MOD players on the ST do that). Only 1 game does this AFIK, and uses plain 4-bit PSG formatted samples at around 3 kHz, and this is After Burner II, which actually does 2 sample channels simultaneously with 1 dedicated to music (percussion and orchestral hits) and the other to speech and sfx (guns/missiles/explosions). Actually the speech doesn't sound that terrible given the crappy 4-bit PSG volume formatting and low sample rate (should be less than 1/2 the bitrate of SFII's samples). Actually, I think they might sound about as good (or bad) as SFII SCE's overall, or pretty close. (that says a lot, both for the decent optimization of ABII and the crappy quality of SFII :p -it also sounds better than PC Engine AB II's speech, but I assume that's super low sample rate 4-bit PCM)
After Burner II is interesting for that, and it's also the only MD game to use 6 FM channels along with samples because of that. ;) (then again, plenty of games make good use of PSG channels for music and/or SFX too)
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How when md is 8 bit and snes is 12 bit ? I thought yamaha was fm. Can you explain how it can play samples and is the fm/synth 8 bit output and sample pcm 8 bit or 4 bit to save space like what stef does. Or simply explain the md audio process to me from info out of cart to yamaha chip and what it does to the max quality output of md either just for fm or fm and samples.
8-bit uncompressed PCM can sound better than the 4-bit (actually 4.5 bit) ADPCM format the SNES uses, and you can do higher than 16 kHz. That said, it's a matter of ROM space to actually allot that to . . . but reserving a chunk of space for a limited selection of high quality samples is what several games opted for. (several of the best sounding games were on the small size ROM-wise -Mega Turrican, Vapor Trail, and Atomic Runner are all only 1 MB . . . SFII and SSFII were both among the largest carts of their times at 3 and 5 MB ironically enough :p -the latter is the largest on the system prior to Pier Solar)
The best the MD can do is 26 kHz 8-bit PCM, and that's limited by the speed of the YM2612's DAC port, not the Z80. (TmEE had a demo pushing over 44 kHz using the Z80, but he established that you start missing writes around 26 kHz -Fusion actually caps it at ~19.6 kHz and Gens at ~16 kHz iirc)
-Technically, you can force the SNES's SPC module to manually play 16-bit uncompressed PCM too (and actually do 32 channels for that matter), but that was never done until modern homebrew, and even then it's very limited due to the 64 kB sample RAM constraint. (you might be able to decode other PCM formats using the SPC700 CPU too, but that's not been done yet AFIK)
That said, at any given bitrate or fixed allotment of ROM space, you get a lot more trade-offs. (shorter/fewer high bitrate samples vs longer/more low bitrate ones) But you also have a lot more flexibility in general since there's no issue of loading samples into sound RAM. (just fetch them from ROM) You can also use any PCM format you want (that the Z80 can handle) and decode to 8-bit PCM. (there's demos using 1, 2, and 4-bit CVSD, ADPCM, and DPCM derivatives as well as plain 4-bit PCM, and both 4-bit DPCM and 4-bit PCM were fairly common alongside 8-bit PCM for the original commercial MD games in the 80s/90s) So it definitely gives you more flexibility over the SNES. (and that sound RAM isn't just small, but very painful/slow to update on the fly -unlike the PCM chip in the Sega CD, by comparison, which has pretty decent DMA loading for wave-RAM updates -which is also why streaming PCM for FMV and such isn't that big of a problem, including the 32 kHz 8-bit PCM streams used in Sonic CD and Pier Solar -the CD soundtrack is entirely 32 kHz 8-bit stereo, not CD-DA, to fit more on the single CD)
Stef uses 4-bit DPCM to save ROM space, Tiido uses 22 kHz PCM for maximum quality. (the full sample set in his sound engine used 512 kB by default) For modern homebrew, ROM space constraints aren't THAT much of a problem, but they're still a consideration, especially working within the 4 MB limit for normal non-bankswitched games. (the SSFII mapper supports up to 32 MB though . . . and if you ignore the address space reserved for expansion -used for MCD and 32x- you have 10 MB of space without banking)
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Okay. What is the typical snes game audio sample hz and bitrate to the typical md audio fm/sample hz and bitrate ?
MD FM samples at ~53 kHz, PCM is anything up to 26 kHz (old games rarely use more than 16 kHz -more often 4 to 11 kHz), and SNES is anywhere up to 16 kHz iirc. (fixed ADPCM type sample format on SNES, lots on the MD). As for what actual sampled instruments use on the SNES on average, I'm not sure . . . but with 64 kB dedicated to just samples for music, that's only about 7.1 seconds worth of samples at 16 kHz. (with limited use of streaming updates -which relatively few games actually did) Plus, you have to use that for all instruments, vs MD which used PCM only for percussion in music typically. (if at all)
Tons of variables there, and this is totally off from my actual point about the advantages of sample playback on the MD in general. (I didn't mean to say there weren't disadvantages either -it'd be tough for even a good programmer to do a decent sounding multi-channel MOD player on the Z80, for example)
I'd compare it to the Amiga or PC . . . but floppy disk software+RAM vs ROM carts kind of skews that in general. (and that's a broad topic in itself . . . though looking at OCS Amiga games with limited numbers of disks is more straightforward)
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Just so it's known, I'm listening to all this off hardware, not emulators. I've noticed the frequencies in Kega for instance sound off sometimes. Virtua Racing D sounds better on my hardware than my Kega. I can just tell some games have different keys or something, plus the orange bridge is lighter but more dark on hardware, it's not totally perfect but that is nitpicking as Kega is a great overall emulator.
Which version of Kega are you using?
I know there's still some sound differences, but the most obvious simply come from filtering differences . . . or generally problematic amp circuits on some MD models, and/or aging capacitors. (introducing distortion, muffling, hiss, etc)
TmEE prefers to use his modded model 2 with excellent amp circuitry (the so-called Crystal Clear Audio Mod or CCAM) without the heavy low-pass filtering of stock consoles. This makes some sounds overly bright and harsh, but others exceptionally clear and clean. (all of his music is made with that in mind iirc) It sounds a bit like fusion with filtering disabled IMO.
I'm sure there's more subtle differences in sound between fusion and real hardware (and I know some of the PCM related problems aren't reproduced -namely DMA contention artifacts), but the obvious differences come from real hardware that has problems with it. :p