1 00:00:04,400 --> 00:00:07,760 Speaker 1: Welcome to Tech Stuff, a production from my Heart Radio. 2 00:00:11,920 --> 00:00:14,520 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,680 --> 00:00:20,079 Speaker 1: Jonathan Strickland. How the tech are you? And you know, 4 00:00:20,280 --> 00:00:23,599 Speaker 1: I've noticed something. Everyone notices this. This doesn't make me special, 5 00:00:23,680 --> 00:00:27,040 Speaker 1: but every now and again, trends have this tendency to 6 00:00:27,080 --> 00:00:30,320 Speaker 1: repeat themselves. You know, you see things that were trendy 7 00:00:30,360 --> 00:00:32,880 Speaker 1: once upon a time fade away and then years later 8 00:00:33,360 --> 00:00:37,280 Speaker 1: kind of get a renaissance, and trends that are really 9 00:00:37,360 --> 00:00:40,080 Speaker 1: rooted in nostalgia do this a lot. So I thought 10 00:00:40,120 --> 00:00:43,280 Speaker 1: it would be cool to talk about something that occasionally 11 00:00:43,360 --> 00:00:48,040 Speaker 1: becomes trendy, and that is eight bit music or chip dunes, 12 00:00:48,840 --> 00:00:51,960 Speaker 1: and these are things that often find their way into 13 00:00:52,120 --> 00:00:55,400 Speaker 1: various types of pop culture. Sometimes there's a resurgence in 14 00:00:55,400 --> 00:01:01,120 Speaker 1: the style. Sometimes music will reference this kind of stuff, 15 00:01:01,160 --> 00:01:05,480 Speaker 1: either directly or indirectly. But first we got to figure 16 00:01:05,480 --> 00:01:09,120 Speaker 1: out what the heck we're talking about, right, Well, we're 17 00:01:09,120 --> 00:01:14,520 Speaker 1: really talking about that distinctive kind of electronic music that 18 00:01:14,680 --> 00:01:17,399 Speaker 1: sounds like it came straight from a classic video game, 19 00:01:17,680 --> 00:01:21,240 Speaker 1: perhaps in the old Nintendo Entertainment System era. Really, the 20 00:01:21,360 --> 00:01:25,640 Speaker 1: NES era is like the golden age for the eight 21 00:01:25,680 --> 00:01:45,480 Speaker 1: bits sound. It would sound something like this that was 22 00:01:45,680 --> 00:01:50,840 Speaker 1: cannon indeed for eight bits. Since by Kevin McLeod, you've 23 00:01:50,920 --> 00:01:54,360 Speaker 1: likely heard a lot of McLeod's work online. His website 24 00:01:54,400 --> 00:01:59,440 Speaker 1: incompatach is a popular source for royalty free music. This 25 00:01:59,520 --> 00:02:03,080 Speaker 1: particular our piece really touches on the features that make 26 00:02:03,240 --> 00:02:08,320 Speaker 1: eight bit music distinctive. Now, there's one thing that we 27 00:02:08,400 --> 00:02:12,240 Speaker 1: really should clear up right away. The reason music like 28 00:02:12,320 --> 00:02:16,600 Speaker 1: what you just heard sounds the way it sounds is 29 00:02:16,720 --> 00:02:22,160 Speaker 1: not specifically because the chip responsible was an eight bit chip. 30 00:02:22,880 --> 00:02:26,400 Speaker 1: The eight bit designation tells us that the chip is 31 00:02:26,440 --> 00:02:30,080 Speaker 1: able to store and process a maximum of eight bits 32 00:02:30,120 --> 00:02:33,720 Speaker 1: per data block, and a bit, just to remind you, 33 00:02:34,320 --> 00:02:37,639 Speaker 1: is the basic unit of digital information. It can be 34 00:02:37,720 --> 00:02:41,200 Speaker 1: represented as a zero, or as a one or off 35 00:02:41,320 --> 00:02:43,920 Speaker 1: and on. As I often say, now, if you have 36 00:02:44,000 --> 00:02:47,800 Speaker 1: eight bits strung together, you can represent up to two 37 00:02:47,919 --> 00:02:52,480 Speaker 1: hundred fifty six different values from zero up to two 38 00:02:52,600 --> 00:02:57,200 Speaker 1: hundred fifty five. Now, the eight bit designation really did 39 00:02:57,560 --> 00:03:01,040 Speaker 1: have a big impact on software. It limited what you 40 00:03:01,040 --> 00:03:05,320 Speaker 1: could do graphically and computationally. But really, when it comes 41 00:03:05,320 --> 00:03:08,519 Speaker 1: to the sound generated by systems like the classic in 42 00:03:08,560 --> 00:03:14,240 Speaker 1: ne s, the factors that shape that sound weren't directly 43 00:03:14,360 --> 00:03:16,760 Speaker 1: tied to the fact that the chip set had an 44 00:03:16,760 --> 00:03:20,920 Speaker 1: eight bit word size capability to them, but the reason 45 00:03:21,360 --> 00:03:26,160 Speaker 1: for that distinctive sound is really due to the microchips 46 00:03:26,360 --> 00:03:30,080 Speaker 1: used in classic gaming consoles and the types of sounds 47 00:03:30,120 --> 00:03:34,119 Speaker 1: that they were capable of generating. For example, the AT 48 00:03:35,320 --> 00:03:39,080 Speaker 1: had a chip called the Television Interface Adapter or t 49 00:03:39,280 --> 00:03:43,839 Speaker 1: i A or TIAH. This chip was responsible for quite 50 00:03:43,840 --> 00:03:46,520 Speaker 1: a few jobs. Actually, it served as the interface for 51 00:03:46,640 --> 00:03:50,320 Speaker 1: inputs coming into the console from the controllers, so, in 52 00:03:50,320 --> 00:03:53,000 Speaker 1: other words, it was what was responsible for making pac 53 00:03:53,080 --> 00:03:55,520 Speaker 1: Man go up when you pushed up on the joystick. 54 00:03:55,960 --> 00:03:59,240 Speaker 1: It was also responsible for generating what you saw on 55 00:03:59,360 --> 00:04:02,280 Speaker 1: your television and screen, and it was also in charge 56 00:04:02,320 --> 00:04:08,520 Speaker 1: of generating sound effects. The Autary had two oscillator channels, 57 00:04:08,640 --> 00:04:12,400 Speaker 1: essentially to audio channels, and it was really limited in 58 00:04:12,480 --> 00:04:16,440 Speaker 1: what it was able to produce. One channel was essentially 59 00:04:16,480 --> 00:04:20,479 Speaker 1: a pulse channel which could produce different tones, and the 60 00:04:20,560 --> 00:04:24,640 Speaker 1: other channel was a noise channel. You couldn't really program 61 00:04:25,240 --> 00:04:27,960 Speaker 1: sophisticated music on it without jumping through a lot of 62 00:04:28,000 --> 00:04:32,240 Speaker 1: programming hoops in order to play a specific note. By 63 00:04:32,360 --> 00:04:35,679 Speaker 1: using the pulse channel to play two D tuned notes 64 00:04:35,720 --> 00:04:38,640 Speaker 1: and quick succession. So, in other words, rather than being 65 00:04:38,680 --> 00:04:42,279 Speaker 1: able to produce, say like a middle C, you're producing 66 00:04:42,360 --> 00:04:45,120 Speaker 1: tones that are a little below and a little above 67 00:04:45,200 --> 00:04:48,440 Speaker 1: middle C, and you're alternating them very quickly, and the 68 00:04:48,560 --> 00:04:54,360 Speaker 1: vibrato effect makes us perceive a warbly middle C note. 69 00:04:55,279 --> 00:04:58,560 Speaker 1: The noise channel would generate noise that would serve as percussion. 70 00:04:58,760 --> 00:05:02,720 Speaker 1: It was pretty jankie for that reason. The vast majority 71 00:05:02,800 --> 00:05:07,200 Speaker 1: of a hundred games had no background music. They might 72 00:05:07,279 --> 00:05:09,680 Speaker 1: have a little bit of intro music, and there were 73 00:05:09,680 --> 00:05:13,680 Speaker 1: a couple of exceptions, notable ones. In fact, Pitfall two, 74 00:05:13,720 --> 00:05:17,560 Speaker 1: for example, had an actual game soundtrack, and not only that, 75 00:05:18,120 --> 00:05:21,760 Speaker 1: the soundtrack was dynamic, which meant the music would change 76 00:05:21,839 --> 00:05:25,480 Speaker 1: depending upon what was going on in the game. This 77 00:05:25,560 --> 00:05:27,520 Speaker 1: was a pretty tough thing to pull off from a 78 00:05:27,560 --> 00:05:30,400 Speaker 1: programming standpoint back in those days, simply due to the 79 00:05:30,400 --> 00:05:35,240 Speaker 1: limitations of the hardware, and in a way, those limitations 80 00:05:35,360 --> 00:05:38,120 Speaker 1: ended up being a big part of what makes eight 81 00:05:38,160 --> 00:05:43,240 Speaker 1: bit and chip tune music so distinctive. The limitations forced 82 00:05:43,320 --> 00:05:47,440 Speaker 1: musicians to find ways to be creative and expressive within 83 00:05:47,640 --> 00:05:51,520 Speaker 1: very tight boundaries. Now, sometimes restrictions lead creative types to 84 00:05:51,560 --> 00:05:55,560 Speaker 1: do amazing work for at least some types of creatives, 85 00:05:55,920 --> 00:05:59,320 Speaker 1: being unbounded ends up being kind of a drawback. If 86 00:05:59,320 --> 00:06:02,960 Speaker 1: you're told they're limitations and you have nothing to push against. 87 00:06:03,440 --> 00:06:06,760 Speaker 1: Then for a lot of creative people, including myself, it 88 00:06:06,800 --> 00:06:09,640 Speaker 1: can actually paralyze you because you realize like there are 89 00:06:09,680 --> 00:06:12,679 Speaker 1: no like when when there are no limitations and everything 90 00:06:12,760 --> 00:06:15,640 Speaker 1: is on the table, you have to choose what you do, 91 00:06:16,240 --> 00:06:20,920 Speaker 1: whereas restrictions limit your options, and it actually can make 92 00:06:20,960 --> 00:06:24,640 Speaker 1: it easier to create. It seems counterintuitive, but for many 93 00:06:24,640 --> 00:06:27,560 Speaker 1: people that is the case for myself included. So restrictions 94 00:06:27,560 --> 00:06:33,360 Speaker 1: and boundaries create certain rules that you can play around within. Now, 95 00:06:33,400 --> 00:06:36,559 Speaker 1: in the arcades, it was a different story from video 96 00:06:36,560 --> 00:06:39,880 Speaker 1: game consoles. An arcade machine has a lot of specific circuitry. 97 00:06:40,160 --> 00:06:44,360 Speaker 1: So your basic classic arcade machine is designed to play 98 00:06:44,400 --> 00:06:48,840 Speaker 1: one game and that's it. All the circuits in the 99 00:06:48,920 --> 00:06:52,400 Speaker 1: arcade machine are the actual game itself. It's not running 100 00:06:52,400 --> 00:06:55,960 Speaker 1: a program off a disk or a cartridge or a 101 00:06:56,000 --> 00:06:59,880 Speaker 1: digital file. The actual game is hard coded on the 102 00:07:00,000 --> 00:07:04,480 Speaker 1: ships and circuitry. But arcade machines could incorporate multiple sound 103 00:07:04,560 --> 00:07:08,240 Speaker 1: chips to increase the number of audio channels available and 104 00:07:08,240 --> 00:07:12,400 Speaker 1: thus produced more sophisticated music. One very early example of 105 00:07:12,440 --> 00:07:15,880 Speaker 1: such a game was a game called Vanguard, which came 106 00:07:15,880 --> 00:07:20,360 Speaker 1: out way back in The crazy thing about Vanguard from 107 00:07:20,400 --> 00:07:23,160 Speaker 1: a music perspective, anyway, is that it was one of 108 00:07:23,200 --> 00:07:26,480 Speaker 1: the first arcade games to make use of licensed music. 109 00:07:27,160 --> 00:07:29,440 Speaker 1: For one thing, it used a bit of the theme 110 00:07:29,560 --> 00:07:32,480 Speaker 1: from Star Trek, the motion picture that would end up 111 00:07:32,480 --> 00:07:35,520 Speaker 1: being the same motif that would be used later on 112 00:07:35,680 --> 00:07:39,400 Speaker 1: in Star Trek the next generation. It also incorporated a 113 00:07:39,480 --> 00:07:43,680 Speaker 1: motif from the nineteen eighty film Flash Gordon, which had 114 00:07:44,080 --> 00:07:49,920 Speaker 1: a killer soundtrack composed by the band Queen. Specifically, the 115 00:07:50,000 --> 00:07:54,000 Speaker 1: game has a chip Tunes version of Voltan's theme from 116 00:07:54,040 --> 00:08:00,240 Speaker 1: the movie, and it totally rules. Now, these chips could 117 00:08:00,240 --> 00:08:04,880 Speaker 1: produce certain types of wave forms of audience, and typically 118 00:08:05,480 --> 00:08:08,240 Speaker 1: these chips were very limited in that they could produce 119 00:08:08,320 --> 00:08:12,200 Speaker 1: only one kind of wave form per chip, or per 120 00:08:12,640 --> 00:08:15,840 Speaker 1: audio channel I should say, not chip, but audio channel. 121 00:08:15,880 --> 00:08:21,080 Speaker 1: So let's talk a bit about oscillators and signals and waveforms. Now. 122 00:08:21,120 --> 00:08:25,240 Speaker 1: First off, an oscillator is essentially an electronic circuit that 123 00:08:25,320 --> 00:08:30,400 Speaker 1: generates a continuous output signal and that's it. We typically 124 00:08:30,400 --> 00:08:33,040 Speaker 1: see that output in the form of some sort of 125 00:08:33,080 --> 00:08:38,960 Speaker 1: repeating curve or sinusoid. If you have familiarity with trigonometry, 126 00:08:39,320 --> 00:08:43,680 Speaker 1: you likely are familiar with sinusoidal waves or sine waves. 127 00:08:44,160 --> 00:08:48,680 Speaker 1: You've got a triggonometric function that, when plotted on a graph, 128 00:08:48,960 --> 00:08:54,400 Speaker 1: generates this wave. Now, a simple sinusoidal wave produces waves 129 00:08:54,440 --> 00:08:58,760 Speaker 1: that are equal length and amplitude. This is very simple. 130 00:08:58,800 --> 00:09:03,640 Speaker 1: This is like if you're produce saying a steady unaltered signal, 131 00:09:03,960 --> 00:09:08,160 Speaker 1: Like if you were just to produce the electronic equivalent 132 00:09:08,200 --> 00:09:10,720 Speaker 1: of a C note, so you would have the steady 133 00:09:10,760 --> 00:09:14,400 Speaker 1: frequency of identical waves. The frequency refers to the number 134 00:09:14,440 --> 00:09:16,840 Speaker 1: of waves that pass a given point within a given 135 00:09:16,840 --> 00:09:20,480 Speaker 1: amount of time. And we can plot sound waves like 136 00:09:20,559 --> 00:09:23,000 Speaker 1: this too. Like electronic waves, we can plot this way, 137 00:09:23,080 --> 00:09:25,960 Speaker 1: and sound waves we can plot this way. So that 138 00:09:26,200 --> 00:09:30,040 Speaker 1: C note where you have a regular pitch and it's 139 00:09:30,080 --> 00:09:33,160 Speaker 1: like a pure C note, there's no vibrato going on here. 140 00:09:33,520 --> 00:09:38,240 Speaker 1: You're gonna have a a side wave plotted to represent 141 00:09:38,320 --> 00:09:41,680 Speaker 1: this sound wave where you have this very smooth curve 142 00:09:42,120 --> 00:09:45,559 Speaker 1: where you have uh waves that are each the same 143 00:09:45,600 --> 00:09:49,439 Speaker 1: wave length and they're all the same amplitude or height, 144 00:09:49,640 --> 00:09:52,080 Speaker 1: which means it's all played at the same volume. The 145 00:09:52,120 --> 00:09:56,040 Speaker 1: way we hear it, and it would be very pretty 146 00:09:56,040 --> 00:09:59,040 Speaker 1: and neat. It would also be boring to listen to. UM. 147 00:09:59,080 --> 00:10:03,280 Speaker 1: If you were to change the pitch of a sound, well, 148 00:10:03,320 --> 00:10:05,920 Speaker 1: then that would mean that the frequency would go up 149 00:10:06,400 --> 00:10:09,200 Speaker 1: and the wavelength of the waves would decrease, so you 150 00:10:09,200 --> 00:10:12,520 Speaker 1: would have shorter waves and more waves would pass a 151 00:10:12,559 --> 00:10:14,440 Speaker 1: given point within a certain amount of time, So the 152 00:10:14,440 --> 00:10:18,360 Speaker 1: frequency increases lower pitches. It's the opposite. The waves would 153 00:10:18,360 --> 00:10:21,160 Speaker 1: be longer and fewer would pass a given point in 154 00:10:21,240 --> 00:10:24,679 Speaker 1: time UM or a given point within a given amount 155 00:10:24,720 --> 00:10:26,800 Speaker 1: of time, I should say, and thus you would have 156 00:10:26,880 --> 00:10:30,760 Speaker 1: a lower pitch. But with electronic oscillators, we can produce 157 00:10:30,920 --> 00:10:34,720 Speaker 1: lots of different shapes of waves, and those different shapes 158 00:10:34,760 --> 00:10:37,880 Speaker 1: can correspond with different sounds in the case of audio chips, 159 00:10:37,920 --> 00:10:40,520 Speaker 1: that is. Keep in mind that continuous signals can be 160 00:10:40,600 --> 00:10:43,840 Speaker 1: used to produce all sorts of different stuff, not just audio. 161 00:10:44,240 --> 00:10:46,559 Speaker 1: So when we come back, we'll talk about these different 162 00:10:46,600 --> 00:10:49,560 Speaker 1: waveforms and what they can be used to do. But 163 00:10:49,640 --> 00:11:00,600 Speaker 1: first let's take this quick break. Okay we're now. I 164 00:11:00,640 --> 00:11:04,000 Speaker 1: Am not going to do a full deep dive into 165 00:11:04,040 --> 00:11:07,920 Speaker 1: all the different kinds of waves that oscillators can produce. 166 00:11:08,000 --> 00:11:10,960 Speaker 1: Because that would be a podcast all by itself. But 167 00:11:11,080 --> 00:11:13,880 Speaker 1: let's talk about the basic forms that you found in 168 00:11:14,040 --> 00:11:17,160 Speaker 1: say the nes You know, the different audio channels and 169 00:11:17,200 --> 00:11:20,559 Speaker 1: what they could produce and what those sound like. So 170 00:11:20,840 --> 00:11:24,480 Speaker 1: in the case of electronic audio and synthesized audio, the 171 00:11:24,640 --> 00:11:28,560 Speaker 1: shape of the wave form determines the timbre or character 172 00:11:29,160 --> 00:11:32,480 Speaker 1: of a sound, the tone. So one type of wave 173 00:11:32,520 --> 00:11:35,040 Speaker 1: form that's really important in the eight bit sound genre 174 00:11:35,559 --> 00:11:40,240 Speaker 1: is the square wave. Square wave forms and electronics are 175 00:11:40,240 --> 00:11:44,520 Speaker 1: often used for stuff like clock timing signals. A sign wave, 176 00:11:44,640 --> 00:11:48,560 Speaker 1: like I said, has a smooth curve, so it it 177 00:11:49,360 --> 00:11:52,720 Speaker 1: rises and reaches a peak and then descends in a 178 00:11:52,800 --> 00:11:57,480 Speaker 1: very smooth fashion. Square waves go from the zero point 179 00:11:57,559 --> 00:12:00,400 Speaker 1: and they jump straight up to whatever they're a alitude 180 00:12:00,480 --> 00:12:03,480 Speaker 1: ends up being for however long the wavelength is, so 181 00:12:03,840 --> 00:12:06,480 Speaker 1: there's no curve. It just goes from zero and then 182 00:12:06,559 --> 00:12:09,640 Speaker 1: jumps straight up to whatever the amplitude is, stays that 183 00:12:09,679 --> 00:12:12,400 Speaker 1: way for the length of the wave, and then drops 184 00:12:12,520 --> 00:12:15,520 Speaker 1: right back down to zero. So they look like squares 185 00:12:15,559 --> 00:12:18,120 Speaker 1: when you plot them on a graph, Thus the name 186 00:12:18,440 --> 00:12:22,760 Speaker 1: square wave. Now, in digital audio, that kind of wave 187 00:12:22,880 --> 00:12:26,760 Speaker 1: produces those chirpy beep noises we think about with eight 188 00:12:26,840 --> 00:12:29,560 Speaker 1: bit or chip tune music. So these wave forms are 189 00:12:29,600 --> 00:12:33,360 Speaker 1: typically used to create the sounds used to generate a 190 00:12:33,400 --> 00:12:37,360 Speaker 1: melody in a musical piece in a video game. So, uh, 191 00:12:37,559 --> 00:12:40,400 Speaker 1: you usually do this in order to create the main 192 00:12:40,559 --> 00:12:45,720 Speaker 1: melodic theme of whatever the pieces. The Nintendo Entertainment System 193 00:12:45,880 --> 00:12:51,320 Speaker 1: or the NES had two channels capable of producing square waves, 194 00:12:51,440 --> 00:12:53,760 Speaker 1: and by using both of the channels at the same time, 195 00:12:53,800 --> 00:12:57,000 Speaker 1: you could create warbly vibrato sound. You know, you could 196 00:12:57,040 --> 00:12:59,600 Speaker 1: have one channel producing one pitch and the second channel 197 00:12:59,600 --> 00:13:03,320 Speaker 1: producing a different pitch, and then you could you know, 198 00:13:03,600 --> 00:13:06,000 Speaker 1: slightly offset them so you would get that warbly sound. 199 00:13:06,080 --> 00:13:09,880 Speaker 1: Or you could even create a melody and harmony together 200 00:13:10,440 --> 00:13:15,200 Speaker 1: and program each of those those uh lines of of 201 00:13:15,280 --> 00:13:20,400 Speaker 1: data to produce different squares on their square waves. Now, 202 00:13:20,440 --> 00:13:25,120 Speaker 1: next up we have triangle waves. Triangle waves. Hate person waves. 203 00:13:25,200 --> 00:13:29,560 Speaker 1: They have a fight, triangle wins triangle waves. And yeah, well, 204 00:13:29,720 --> 00:13:32,360 Speaker 1: these triangle waves, when you plot on a graph or 205 00:13:32,440 --> 00:13:34,840 Speaker 1: you display it on a monitor, they look like triangles. 206 00:13:35,280 --> 00:13:38,040 Speaker 1: The wave rises very sharply to a point and then 207 00:13:38,080 --> 00:13:42,440 Speaker 1: immediately descends afterward, and so they're not it's not straight 208 00:13:42,520 --> 00:13:44,880 Speaker 1: up and down like a square wave. It's at an angle, 209 00:13:44,960 --> 00:13:48,120 Speaker 1: but it's at a sharp angle, so they look like triangles. Uh. 210 00:13:48,160 --> 00:13:51,840 Speaker 1: These typically come in as a softer sound than square 211 00:13:51,840 --> 00:13:55,120 Speaker 1: waves do, and they very often were used to generate 212 00:13:55,400 --> 00:13:58,720 Speaker 1: a baseline for video game music, so you would produce 213 00:13:58,840 --> 00:14:04,040 Speaker 1: lower pitched sounds. The NES third audio channel was dedicated 214 00:14:04,080 --> 00:14:07,480 Speaker 1: to creating triangle waves. So if you're keeping count, the 215 00:14:07,600 --> 00:14:10,880 Speaker 1: NES had two channels that would produce square waves, typically 216 00:14:10,920 --> 00:14:14,400 Speaker 1: for melody maybe harmony, and then a third one that 217 00:14:14,520 --> 00:14:18,000 Speaker 1: was used to produce triangle waves for the baselines. Then 218 00:14:18,160 --> 00:14:21,160 Speaker 1: then e S had a noise channel, and that would 219 00:14:21,160 --> 00:14:24,560 Speaker 1: produce noise, which really just means a signal that contains 220 00:14:24,600 --> 00:14:27,320 Speaker 1: a certain range of frequencies, all the frequencies within a 221 00:14:27,360 --> 00:14:31,400 Speaker 1: given spectrum, and all those frequencies would all be played 222 00:14:31,440 --> 00:14:36,120 Speaker 1: at the same amplitude or volume, so there's no note 223 00:14:36,480 --> 00:14:39,600 Speaker 1: in noise. Or you could say there are all the 224 00:14:39,680 --> 00:14:42,920 Speaker 1: notes within a given spectrum that are all played at 225 00:14:42,920 --> 00:14:46,160 Speaker 1: the same volume, so you can't pick any single note 226 00:14:46,160 --> 00:14:50,880 Speaker 1: out and it just becomes noise. UM. I associate noise 227 00:14:51,240 --> 00:14:54,440 Speaker 1: with static, but then I also realized this is something 228 00:14:54,480 --> 00:14:58,200 Speaker 1: that dates me because these days you don't encounter static 229 00:14:58,280 --> 00:15:01,000 Speaker 1: in the wild anymore. Right, it's you as an effect 230 00:15:01,800 --> 00:15:04,560 Speaker 1: in many cases, but it's not like you you're switching 231 00:15:04,600 --> 00:15:07,000 Speaker 1: channels on your television and you hit static and you 232 00:15:07,040 --> 00:15:12,600 Speaker 1: get that noise. Anyway, noise was usually used to create 233 00:15:12,640 --> 00:15:17,440 Speaker 1: percussive beats for a song, so the NESS fourth audio 234 00:15:17,520 --> 00:15:20,360 Speaker 1: channel would do just that. It was used as a 235 00:15:20,400 --> 00:15:24,320 Speaker 1: percussion track. The NES also had a fifth audio channel 236 00:15:24,440 --> 00:15:28,800 Speaker 1: which was dedicated to playing very short clips of sampled sounds. 237 00:15:28,800 --> 00:15:32,480 Speaker 1: So these were sounds that you could record in the 238 00:15:32,520 --> 00:15:36,520 Speaker 1: real world and play back in a digitized format. And 239 00:15:36,640 --> 00:15:40,760 Speaker 1: this channel could playback stuff that included digitized speech. Now 240 00:15:40,800 --> 00:15:44,520 Speaker 1: Here is where that eight bit limitation actually does come in. 241 00:15:44,520 --> 00:15:47,600 Speaker 1: In the previous examples, we're really talking about the wave 242 00:15:47,680 --> 00:15:52,400 Speaker 1: form being what is important to create that distinctive eight 243 00:15:52,440 --> 00:15:55,520 Speaker 1: bit audio. But when it comes to digitized speech, the 244 00:15:55,600 --> 00:15:59,520 Speaker 1: eight bit limitation actually plays a big part in it. Uh. 245 00:15:59,640 --> 00:16:03,240 Speaker 1: If you listen to digitized speech from the NES era, 246 00:16:03,880 --> 00:16:07,320 Speaker 1: you're gonna hear there's a lot of noise introduced in 247 00:16:07,480 --> 00:16:11,600 Speaker 1: that speech. Like it's not a clear recording. Uh. If 248 00:16:11,640 --> 00:16:14,520 Speaker 1: you were a fan of the classic Gauntlet games, I'm 249 00:16:14,520 --> 00:16:18,440 Speaker 1: talking about the original versions of Gauntlet, not like remasters 250 00:16:18,520 --> 00:16:23,040 Speaker 1: or anything. You probably remember there was a digitized voice 251 00:16:23,040 --> 00:16:24,520 Speaker 1: with a lot of noise in it that would say 252 00:16:24,520 --> 00:16:27,920 Speaker 1: things like red war here, your life force is running out, 253 00:16:28,320 --> 00:16:33,160 Speaker 1: or green Elf shot the food because the digitized narrator 254 00:16:33,200 --> 00:16:36,360 Speaker 1: of that game was a total snitch. Anyway, if you 255 00:16:36,440 --> 00:16:39,280 Speaker 1: remember what that sounded like, you remember there was this 256 00:16:39,480 --> 00:16:43,920 Speaker 1: noisy element to the speech, and again that was largely 257 00:16:44,000 --> 00:16:47,160 Speaker 1: because of the limitations of a bit technology that would 258 00:16:47,160 --> 00:16:50,120 Speaker 1: improve over time. So when we get to stuff like 259 00:16:50,240 --> 00:16:55,440 Speaker 1: chip tunes or modern music that replicates the sound of 260 00:16:55,480 --> 00:16:59,080 Speaker 1: these video games, we're really talking about musicians using digital 261 00:16:59,120 --> 00:17:03,760 Speaker 1: instruments or in computer workstations to generate those classic wave 262 00:17:03,840 --> 00:17:07,240 Speaker 1: forms from the nes video game era and thereabouts, the 263 00:17:07,280 --> 00:17:10,560 Speaker 1: triangle waves and the square waves. It's not about slapping 264 00:17:10,560 --> 00:17:13,880 Speaker 1: an eight bit chip into a digital amplifier or something. 265 00:17:14,359 --> 00:17:18,920 Speaker 1: It's rather creating those very specific, continuous signals in order 266 00:17:18,960 --> 00:17:22,720 Speaker 1: to get the sounds you want. Uh. They sound pretty 267 00:17:22,800 --> 00:17:25,480 Speaker 1: darn cool if you ask me. But I'm also a 268 00:17:25,520 --> 00:17:28,160 Speaker 1: guy who's going into his late forties, so it really 269 00:17:28,200 --> 00:17:31,920 Speaker 1: hits a nostalgic place for yours truly. Anyway, I thought 270 00:17:31,920 --> 00:17:34,480 Speaker 1: it would be interesting to kind of touch on what 271 00:17:34,680 --> 00:17:38,600 Speaker 1: makes those sounds unique and what gives them the quality 272 00:17:38,680 --> 00:17:41,920 Speaker 1: that we associate with them. And I hope you enjoyed 273 00:17:41,920 --> 00:17:45,280 Speaker 1: this episode. If you have suggestions for future topics, feel 274 00:17:45,320 --> 00:17:46,800 Speaker 1: free to reach out to me. One way you can 275 00:17:46,840 --> 00:17:49,080 Speaker 1: do that is on Twitter the handle for the show's 276 00:17:49,080 --> 00:17:52,480 Speaker 1: tech Stuff hs W. Another thing you could do is 277 00:17:52,520 --> 00:17:55,200 Speaker 1: you can go to the I Heart Radio app and 278 00:17:55,359 --> 00:17:57,640 Speaker 1: use the talk back feature on the tech stuff page 279 00:17:57,680 --> 00:18:00,360 Speaker 1: and let me know. In fact, if there's a specific 280 00:18:00,600 --> 00:18:04,159 Speaker 1: like classic video games soundtrack that you really love, like 281 00:18:04,200 --> 00:18:08,120 Speaker 1: there's something in that eight bit music genre that speaks 282 00:18:08,119 --> 00:18:11,800 Speaker 1: to you, I want to hear which one is your favorite? 283 00:18:11,840 --> 00:18:15,880 Speaker 1: Because I have my favorites. I don't want to influence 284 00:18:15,920 --> 00:18:18,320 Speaker 1: anybody else. I really want to hear, and maybe it'll 285 00:18:18,320 --> 00:18:20,200 Speaker 1: be a game I'm not familiar with, and I'll get 286 00:18:20,200 --> 00:18:23,280 Speaker 1: to discover music that I really love that I've never 287 00:18:23,320 --> 00:18:26,640 Speaker 1: heard before. So if you have suggestions like that, use 288 00:18:26,680 --> 00:18:29,240 Speaker 1: that talkback feature. You can record a sound clip of 289 00:18:29,320 --> 00:18:32,359 Speaker 1: up to thirty seconds and I will see it in 290 00:18:32,359 --> 00:18:34,719 Speaker 1: our little dashboard and I'll be able to listen to it. 291 00:18:34,960 --> 00:18:37,000 Speaker 1: And heck, if we get enough cool responses, I can 292 00:18:37,080 --> 00:18:40,639 Speaker 1: even include those in the future episode. All right, that's it. 293 00:18:41,040 --> 00:18:43,679 Speaker 1: Hope you have a great day. I'll talk to you 294 00:18:43,720 --> 00:18:53,760 Speaker 1: again really soon. Text Stuff is an I heart Radio production. 295 00:18:54,000 --> 00:18:56,840 Speaker 1: For more podcasts from my heart Radio, visit the i 296 00:18:56,920 --> 00:19:00,119 Speaker 1: heart Radio app, Apple Podcasts, or wherever you listen to 297 00:19:00,240 --> 00:19:01,119 Speaker 1: your favorite shows.