Nice clips, Digi.k. ^_^
Can we start talking about the consoles/computers with AWESOME soundchips now? IE:
Apple IIGS - Yeah it's a computer. A COMPUTER WITH A BULIT-IN
ENSONIQ MIRAGE!! 16 channels, mono channels though, so you're limited to 8 voices in normal mode, demosceners got around this however.
Amiga (any model) - The Paula chip = GLORIOUS PCM! Again 8 channels, but those demosceners can get more from software trickery. This system gets enough glory so I won't whore it too much. Also it had the same sound chip as the CD32 and the CDTV, those had no enhancements so I'm not mentioning them.
SNES - The SPC700 was the first console to feature full 44.1khz PCM, however it must rely on bankswitching to load BIG samples (as confirmed by Yuzo Koshiro in
this interview, although he calls it "sample reloading" ) and uses some WEAK-ASS (almost non-existant) filters (It uses a rather shitty 8-step FIR, at LEAST it has an ADSR envelope, otherwise it'd sound MUY shit.) Also it has 8 channels, which I don't ever recall being hacked to make more. (However the Super Pitfall guy asked for some special audio software to compose dynamic music, he might have succeeded in getting some sound channel hacks, I'm not sure though.)
Atari Jaguar - Yeah it was a shit console. But Jerry gets special mention, being the best part of that console. "Jerry" was an AMAZING DSP cooked up by IBM that would still pass for a consumer souncard today, but back then it was AMAZING. Just like the N64, sound channels were limited ONLY by software. However, in games like DOOM, this meant no music (Yak was A GOD to get music out of Tempest 2000). The chip's main musical duties were to playback Amiga MOD files, but being a DSP it could do ANYTHING from sample playback to Genesis-esque FM to even wavetable synthesis like a motherf*cking WALDORF Q+! One wonders if it could do subtractive VA, and it probably could. No one really took advantage of this however.