<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Malstrom's Articles News]]></provider_name><provider_url><![CDATA[https://seanmalstrom.wordpress.com]]></provider_url><author_name><![CDATA[seanmalstrom]]></author_name><author_url><![CDATA[https://seanmalstrom.wordpress.com/author/seanmalstrom/]]></author_url><title><![CDATA[Email: Audio terminology and&nbsp;MSU1]]></title><type><![CDATA[link]]></type><html><![CDATA[<div id="yui_3_16_0_ym19_1_1480529574207_14885">
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<div id="yui_3_16_0_ym19_1_1480529574207_14881">First, a quick thing about the MSU1 enhancement chip on the SNES, there is in fact a flash cart that implements support for the &#8211; the SD2SNES (video is not in English, but it does well to gets the point across &#8211; skip to just after the 11 minute mark):<br />
<a id="yui_3_16_0_ym19_1_1480529574207_14973" href="https://youtu.be/R0Q6YK9BjAA?t=11m" target="_blank" rel="nofollow">https://youtu.be/R0Q6YK9BjAA?t=11m</a></p>
<p>Now that we&#8217;ve gotten that out of the way, I&#8217;d like to point out that there&#8217;s actually 4 variations of audio used in games rather than just &#8220;compressed&#8221; and &#8220;uncompressed&#8221;.</p>
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<div id="yui_3_16_0_ym19_1_1480529574207_14974">Tracked &#8211; MIDI, MOD, &#8220;chiptunes&#8221; like those used in NES &amp; SNES (there are even modern Wii games that use tracked music)&#8230;closest image equivalent would be SVG</div>
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<p>Lossy compressed &#8211; AAC, AC3, MP3, Opus, Vorbis, WMA&#8230;image equivalent is JPEG</p></blockquote>
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<blockquote><p>Lossless compressed &#8211; ALAC, Dolby TrueHD, DTS-HD Master Audio, FLAC, WavPack, WMA Lossless&#8230;image equivalent is PNG</p></blockquote>
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<blockquote><p>Uncompressed &#8211; AIFF, WAV&#8230;image equivalent is BMP</p></blockquote>
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<blockquote><p>One thing that is worth noting about lossless is that decoding FLAC is light enough on the CPU that even the Nintendo DS&#8217;s secondary CPU (ARM7 @ 33MHz) can decode it in real-time, so it can make sense to at least use that for background music, but using uncompressed for sound effects can still make sense because decoding 10x FLAC streams at once can make a non-negligible dent in your CPU utilization.</p></blockquote>
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<blockquote><p>However, at least on Nintendo systems (save for the N64 and DS), they actually have a dedicated sound processor (DSP) that have their own hardware-decodable format, so using such formats will have no impact on your CPU utilization.</p></blockquote>
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<p>The point was to show that gaming was going towards awesome audio. Then, it became &#8216;virtual reality&#8217; and &#8216;omg 3d!&#8217; for no apparent reason. We know there was no demand for virtual reality. There was demand for 3d when it worked well (especially for racing), but 2d kept selling too.</p>
<p>I think the obsession for virtual reality and &#8216;omg 3d&#8217; is a distortion in the console evolution.</p>
<p>&#8220;What about the FMV fad?&#8221;</p>
<p>Yeah, that was definitely a distortion too. But you have to give FMV credit, it aged better than the early &#8216;omg 3d&#8217; and ALL virtual reality crap. A movie can still be fun to look at after all these years. Low tech virtual reality? No. Early 3d? No.</p>
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