Video Game Sound Has Come A Long Way, Baby

It may seem ridiculous now, but there once was a time when it was tough work getting sound out of a PC. We've come a long way since then, something this clip does a good job of reminding us.

Twenty years of PC audio is covered, all by showing us how the Monkey Island theme sounded on the various devices that got us from internal speakers to midis to the 5.1 surround we can enjoy today.

As you get to the late '80s and early '90s, it's shocking how many chips are on those boards just to replicate some crackly speech and strained music.

[via Slashdot]


    Of course the Gravis Ultrasound is so large because it supports all THREE different CDROM standards with separate controllers and IDE-like connectors!

    "but there once was a time when it was tough work getting sound out of a PC."

    It still can be. I don't get surround sound in Stalker: Call of Pripyat because I use my onboard realtek HD thing instead of a Creative card (I own one but cbf installing it since it's pointless... 99.9% of the time).

      Unfortunately too true.
      The whole game of making your computer actually work so you can actually play a real game is probably the primary reason most people have turned to consoles.

    Bob marley made the adlib

    CD quality to present? Well, I guess it's the baseline standard. My system supports up to 64-bit in 96khz, which is more than double cd-quality frequency and quadruple the bitrate.

    And you can't put a single technology or soundclip to explain 3D sound, which is capable of completely scalable atmospherics rather than some static fx table. Pffff.

    Oh, how I want an old Roland card... Saw one at ebay for $230(!)

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