Streaming Audio In Video Games
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video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s, music can be streamed, where the audio is pre-recorded and played back when required. While early
video games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
were restricted to sequenced music, streaming music has become a more viable option as technology has improved.


History


Arcade games

Early video game streaming was analog, sourced from a cassette tape inside an arcade cabinet. In the case with certain games that used FMV sequences, or were based entirely upon some type of video like 1983's '' Astron Belt'' and ''
Dragon's Lair ''Dragon's Lair'' is a video game franchise created by Rick Dyer. The series is notable for its film-quality animation by ex-Disney animator Don Bluth, and complex decades-long history of being ported to many platforms. It has also been adapte ...
'', carried audio streamed with the video. However, the continued reliance of arcade games on solid-state memory as opposed to optical media resulted in less use of streamed audio until the release of games such as '' Killer Instinct''. This game used a magnetic hard drive with a comparatively high capacity and played back audio streams from the drive. Exceptions included the genre of
rhythm game Rhythm game or rhythm action is a genre of music-themed action video game that challenges a player's sense of rhythm. Games in the genre typically focus on dance or the simulated performance of musical instruments, and require players to pres ...
s, which, by their nature, number music as an integral feature. Currently, many arcade game platforms are based either on similar home-console technology, or general purpose computers using x86 architecture.


Console games

Early console games with streaming audio were on CD-based systems such as the PC Engine CD-ROM² System in 1988, and the
CD-i The Compact Disc-Interactive (CD-I, later CD-i) is a digital optical disc data storage format as well as a hardware platform, co-developed and marketed by Dutch company Philips and Japanese company Sony. It was created as an extension of CDDA ...
and Mega CD in 1991. With their increased storage size over previous media such as cartridges, streaming audio and video could be added to games. These games typically used
Mixed Mode CD A mixed mode CD is a compact disc which contains both data and audio in one session. Typically the first track is a data track while the rest are audio tracks. The most common use for mixed mode CDs is to add CD-quality audio to video games on a ...
audio, similar to audio CDs, except on a Mixed Mode CD, the data and audio coexist. Because of this, many early games with streaming audio can be played in any CD player, although the first track, which typically makes up the game itself, will either not play or result in an unpleasant screeching noise which can damage the listener's speakers. Some of the earliest examples of Mixed Mode CD audio in video games was the ''Ys'' series, composed by Yuzo Koshiro and Mieko Ishikawa, and arranged by Ryo Yonemitsu for the PC Engine from 1989. The ''Ys'' soundtracks, particularly '' Ys I & II'' (1989), are still regarded as some of the best and most influential video game music ever composed. By the
fifth generation of video game consoles The fifth generation era (also known as the 32-bit era, the 64-bit era, or the 3D era) refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006. The best ...
, the majority of games with streaming audio adopted audio formats other than CD audio, which offered flexibility in sound quality and looping, where a track can repeat seamlessly until it is no longer needed, for example, until the end of a stage.


Computer games

Streaming audio in computer games came about with the advent of improved
sound card A sound card (also known as an audio card) is an internal expansion card that provides input and output of audio signals to and from a computer under the control of computer programs. The term ''sound card'' is also applied to external audio ...
s. Early sound cards had support for playing back sequenced but not streamed audio. It wasn't until
Creative Labs Creative Technology Ltd., or Creative Labs Pte Ltd., is a Singaporean multinational electronics company mainly dealing with audio technologies and products such as speakers, headphones, sound cards and other digital media. Founded by Sim Wong ...
's
Sound Blaster Sound Blaster is a family of sound cards and audio peripherals designed by Creative Technology, Creative Technology/Creative Labs of Singapore. The first Sound Blaster card was introduced in 1989. Sound Blaster sound cards were the de facto stan ...
series, introduced in 1989, that PCs became capable of playing back pre-recorded audio. However, the early Sound Blasters' streaming audio support was not widely made use of, and only with the 1992 release of the
Sound Blaster 16 The Sound Blaster 16 is a series of sound cards by Creative Technology, first released in June 1992 for IBM PC compatible, PCs with an Industry Standard Architecture, ISA or conventional PCI, PCI slot. It was the successor to the Sound Blaster ...
, did the use of pre-recorded audio begin to catch on.


Benefits and drawbacks

Use of streaming audio does not present any limitations on sound quality, where sequenced music is limited by the number of synthesized voices available and the quality of the wavetable (or sample) used by the sequencer. The instrumentation of streaming audio is limited only by a developer's capacity to record and master the audio. However, this complexity requires that audio streams be much larger in file size than sequences. Also, where sequenced audio can include dynamic shifts, such as additional orchestration during battle scenes, etc., streamed audio cannot. Some games, such as ''
Super Mario Galaxy is a 2007 platform game developed and published by Nintendo for the Wii. It is the third 3D platformer game in the ''Super Mario'' series. As Mario, the player embarks on a quest to rescue Princess Peach and save the universe from Bowser, af ...
'' (2007),Iwata, Satoru; Kondo, Koji; Yokota, Mahito; Kawamuri, Masafumi
Interview with the Super Mario Galaxy sound team
Wii.com. Retrieved on April 26, 2008
work around this by synchronizing sequenced and streaming audio so that additional effects can be added to the streamed music.


References

{{reflist


External links


Stream players


foo_adpcm, ADPCM component
for
foobar2000 foobar2000 (often abbreviated as fb2k or f2k) is a freeware audio player for Microsoft Windows, iOS, Android, macOS, and formerly Windows Phone, developed by Peter Pawłowski. It has a modular design, which provides user flexibility in c ...

in_cube, GameCube stream plugin
for
Winamp Winamp is a media player (software), media player for Microsoft Windows originally developed by Justin Frankel and Dmitry Boldyrev by their company Nullsoft, which they later sold to AOL in 1999 for $80 million. It was then acquired by Rad ...

Segu's Tool Box
featuring PSmplay, a media player for PlayStation streams Japanese inventions Video game music technology