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The CDPD Public Domain Collection for CDTV 4
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CDPD_IV.bin
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whatstocome.txt.pp
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1994-06-20
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9KB
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138 lines
Sound and music in games - What's to come?
- Bjørn A. Lynne
(Norwegian version printed in "Amiga Forum")
FINALLY things are starting to happen to the Amiga's sound-capabilities. With
the release of plenty of new Amiga models (A1200, A4000 and now CD32), all we
can do is to strap down and try to get an overview of what we can expect from
the near future.
In this article, I feel like discussing how the sound and music of the Amiga
programmes, and then of course, primarily the games (you don't get too many
art- or desktop packages with music...), in the relatively near future. Big
changes are going on in several fields and in several directions, and I'd like
to point out what I think this will mean to you as an Amiga user, and perhaps
games player?
There's no doubt about the fact that the sound capabilities of the Amiga is
right on the edge of a radical improvement. But the improvement doesn't just
go in one direction; it's not simply a matter of the sound going from
"not-so-good" to "better" - it's all much more complicated than that. I think
the relatively near future will bring a more IBM/PC-alike situation for the
Amiga games developers. The developers can't any longer take for granted that
all Amiga users have the exact same sound capabilities in their Amigas. They
will have to implement Setup-screens in their games, in which the user must
give input to the game as to what kind of sound equipment he has on his Amiga,
so that the game can take the best advantage of this. This is what it has
already been like in the PC games for many many years; in fact, the PC users
also have to give the games info on what kind of screen- and display-modes
they have available, so that the game can use the best possible graphics for
that one user. Well, it is now (or at least, very shortly), time for Amiga
games to start asking questions about your equipment as well; as I will
explain below; within a couple of years, there will be plenty of different
sound configurations available.
Ever since 1986 and up till today, things have been extremely simple: The
Amiga has 4 channels of 8 bit sound. That's it. Until now. Big things are
going on in several areas:
DSP
First of all, and this is probably the first thing that will happen: A DSP-
processor will be made available as optional extra equipment for the A4000.
DSP means Digital Signals Processor, and this is a new type of microchip which
is especially made to handle large amounts of digital data - fast! This
means, among other things, Full Motion Video, and yes, CD quality sound. The
A4000 owners will then, with the optional DSP fitted, have the possibility to
play 8 channels of 16-bit sound. Even though the numbers might not suggest
such a big difference (4 channels of 8-bit up to 8 channels of 16-bit, so
what?), in reality this is a *very* radical improvement. Extremely. Suddenly
the Amiga is sounding as clean as any CD player or any top notch synthesizer,
or even cleaner! AND, you can have twice as much sound coming out of it.
Knowing what the Amiga-musicians can get out of the measly 4 channels they
have today, 8 channels will seem "unlimited" when used by someone who's used
to go economically on the channels. And most Amiga users are!
After the DSP has been made available, I think we can safely expect all future
Amiga models to have one as standard built-in equipment. Let's say Commodore
will release a new Amiga model (A5000?) in about a year or so - maybe two
years - this will *most likely* (almost certainly) have a DSP built-in - than
THEN it's time for the games developers to start considering the DSP when
making games.
16-bit sound for A1200
Right now, GVP (Great Valley Products) are working on the development of a 16-
bit sound sampler for A1200. There's no point in having a 16-bit sampler
without also being able to play back the 16-bit sound; i.e. suddenly the
A1200 will also have the capability to play 16-bit sound, even without a DSP.
It would be highly unlikely that the other developers of Amiga hardware would
let GVP have the only 16-bit sampler on the market, so I consider it almost
certain that also other A1200 16-bit samplers will show up from other third
party developers. In a few years, maybe 50% of all A1200 owners have 16-bit
sound capabilities? Another thought for games developers...
CD32
And then, of course, there's the new games-wonder from Commodore - the Amiga
CD32, which has been all over the Amiga magazines lately. (No wonder - their
very existence depends on new Amiga models!). This machine has, as of today,
only the same old 4 channels of 8 bit sound that we've grown so used to over
the last 7 years, i.e. the same as in all other Amiga models. BUT: an
important thing to notice is that this machine is in fact able to play
"normal" CD-music too, from any standard music CD. On such a Compact Disc, we
can store *enormous* amounts of data, compared to what we're used to from
floppy disks; and the access time for this data is also radically shortened.
This means great opportunities to improve sound and music - not in *one* way,
but in *two* ways:
First; the great storage space a CD offers, and the superfast access time,
combined with the 2 MB of chip memory of the CD32, means that the
"traditional" Amiga music can use larger samples and higher sample rates, and
this will result in much better music and sound effects, even though the sound
capabilities aren't any better, technically. When we musicians can make
music-modules on 500 kb, and load new modules into memory on 1/10th of a
second, and we don't even have to worry about the storage space on the disk...
well, you can imagine that the sound effects and music in games can be a whole
lot better than today! Games musicians' most important restrictions today are
just those things - little memory, little disk-space, and long loading times.
With all of these restrictions drastically loosened up, we don't even need new
sound chips to improve the sound and music in games.
But that's not all. Far from it... Because the CD-unit in the Amiga CD32 can
be controlled from software, and it can also be used to play "normal"
CD-music; well then that means that we can make music for games in *real*
CD-quality, and just put it on the CD along with the game! The storage
capacity of a CD is so large, that there's no problem with putting both, say,
20 minutes of REAL CD- music, AND a full-size great console game on the CD!
So now suddenly, we can compose, produce and record the game-music in a real
full-size studio, and dump the music onto the CD together with the game!
This, in effect, means that you can play a role-playing game, or an
action-game, while the game-music is playing from the CD; and it will sound
just as good as any of the CDs you have in your music collection...! Maybe
the game music will also include lyrics and vocals?! Game music by Iron
Maiden?!?!! Or Roxette?!!
Ok, you can stop drooling onto your keyboard, because what we've been talking
about here is not something that's far into the future - it's really already
here! To my best knowledge, the CD32 is already in the shops in UK, isn't it?
Well, then the hardware and the possibility is here - so all we're waiting for
now is the software developers. I just hope it doesn't take too long before
the game-playing Amiga world starts to "demand" proper sound and music in the
games they buy. And as a musician, I'm *really* looking forward to start
making game- music that *really* kicks butt!
Bjørn A. Lynne
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