WEBVTT - TechStuff Tidbits: 8-Bit Audio

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<v Speaker 1>Welcome to Tech Stuff, a production from my Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. How the tech are you? And you know,

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<v Speaker 1>I've noticed something. Everyone notices this. This doesn't make me special,

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<v Speaker 1>but every now and again, trends have this tendency to

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<v Speaker 1>repeat themselves. You know, you see things that were trendy

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<v Speaker 1>once upon a time fade away and then years later

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<v Speaker 1>kind of get a renaissance, and trends that are really

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<v Speaker 1>rooted in nostalgia do this a lot. So I thought

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<v Speaker 1>it would be cool to talk about something that occasionally

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<v Speaker 1>becomes trendy, and that is eight bit music or chip dunes,

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<v Speaker 1>and these are things that often find their way into

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<v Speaker 1>various types of pop culture. Sometimes there's a resurgence in

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<v Speaker 1>the style. Sometimes music will reference this kind of stuff,

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<v Speaker 1>either directly or indirectly. But first we got to figure

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<v Speaker 1>out what the heck we're talking about, right, Well, we're

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<v Speaker 1>really talking about that distinctive kind of electronic music that

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<v Speaker 1>sounds like it came straight from a classic video game,

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<v Speaker 1>perhaps in the old Nintendo Entertainment System era. Really, the

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<v Speaker 1>NES era is like the golden age for the eight

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<v Speaker 1>bits sound. It would sound something like this that was

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<v Speaker 1>cannon indeed for eight bits. Since by Kevin McLeod, you've

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<v Speaker 1>likely heard a lot of McLeod's work online. His website

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<v Speaker 1>incompatach is a popular source for royalty free music. This

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<v Speaker 1>particular our piece really touches on the features that make

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<v Speaker 1>eight bit music distinctive. Now, there's one thing that we

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<v Speaker 1>really should clear up right away. The reason music like

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<v Speaker 1>what you just heard sounds the way it sounds is

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<v Speaker 1>not specifically because the chip responsible was an eight bit chip.

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<v Speaker 1>The eight bit designation tells us that the chip is

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<v Speaker 1>able to store and process a maximum of eight bits

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<v Speaker 1>per data block, and a bit, just to remind you,

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<v Speaker 1>is the basic unit of digital information. It can be

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<v Speaker 1>represented as a zero, or as a one or off

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<v Speaker 1>and on. As I often say, now, if you have

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<v Speaker 1>eight bits strung together, you can represent up to two

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<v Speaker 1>hundred fifty six different values from zero up to two

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<v Speaker 1>hundred fifty five. Now, the eight bit designation really did

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<v Speaker 1>have a big impact on software. It limited what you

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<v Speaker 1>could do graphically and computationally. But really, when it comes

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<v Speaker 1>to the sound generated by systems like the classic in

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<v Speaker 1>ne s, the factors that shape that sound weren't directly

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<v Speaker 1>tied to the fact that the chip set had an

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<v Speaker 1>eight bit word size capability to them, but the reason

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<v Speaker 1>for that distinctive sound is really due to the microchips

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<v Speaker 1>used in classic gaming consoles and the types of sounds

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<v Speaker 1>that they were capable of generating. For example, the AT

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<v Speaker 1>had a chip called the Television Interface Adapter or t

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<v Speaker 1>i A or TIAH. This chip was responsible for quite

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<v Speaker 1>a few jobs. Actually, it served as the interface for

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<v Speaker 1>inputs coming into the console from the controllers, so, in

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<v Speaker 1>other words, it was what was responsible for making pac

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<v Speaker 1>Man go up when you pushed up on the joystick.

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<v Speaker 1>It was also responsible for generating what you saw on

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<v Speaker 1>your television and screen, and it was also in charge

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<v Speaker 1>of generating sound effects. The Autary had two oscillator channels,

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<v Speaker 1>essentially to audio channels, and it was really limited in

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<v Speaker 1>what it was able to produce. One channel was essentially

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<v Speaker 1>a pulse channel which could produce different tones, and the

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<v Speaker 1>other channel was a noise channel. You couldn't really program

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<v Speaker 1>sophisticated music on it without jumping through a lot of

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<v Speaker 1>programming hoops in order to play a specific note. By

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<v Speaker 1>using the pulse channel to play two D tuned notes

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<v Speaker 1>and quick succession. So, in other words, rather than being

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<v Speaker 1>able to produce, say like a middle C, you're producing

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<v Speaker 1>tones that are a little below and a little above

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<v Speaker 1>middle C, and you're alternating them very quickly, and the

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<v Speaker 1>vibrato effect makes us perceive a warbly middle C note.

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<v Speaker 1>The noise channel would generate noise that would serve as percussion.

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<v Speaker 1>It was pretty jankie for that reason. The vast majority

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<v Speaker 1>of a hundred games had no background music. They might

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<v Speaker 1>have a little bit of intro music, and there were

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<v Speaker 1>a couple of exceptions, notable ones. In fact, Pitfall two,

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<v Speaker 1>for example, had an actual game soundtrack, and not only that,

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<v Speaker 1>the soundtrack was dynamic, which meant the music would change

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<v Speaker 1>depending upon what was going on in the game. This

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<v Speaker 1>was a pretty tough thing to pull off from a

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<v Speaker 1>programming standpoint back in those days, simply due to the

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<v Speaker 1>limitations of the hardware, and in a way, those limitations

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<v Speaker 1>ended up being a big part of what makes eight

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<v Speaker 1>bit and chip tune music so distinctive. The limitations forced

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<v Speaker 1>musicians to find ways to be creative and expressive within

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<v Speaker 1>very tight boundaries. Now, sometimes restrictions lead creative types to

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<v Speaker 1>do amazing work for at least some types of creatives,

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<v Speaker 1>being unbounded ends up being kind of a drawback. If

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<v Speaker 1>you're told they're limitations and you have nothing to push against.

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<v Speaker 1>Then for a lot of creative people, including myself, it

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<v Speaker 1>can actually paralyze you because you realize like there are

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<v Speaker 1>no like when when there are no limitations and everything

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<v Speaker 1>is on the table, you have to choose what you do,

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<v Speaker 1>whereas restrictions limit your options, and it actually can make

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<v Speaker 1>it easier to create. It seems counterintuitive, but for many

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<v Speaker 1>people that is the case for myself included. So restrictions

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<v Speaker 1>and boundaries create certain rules that you can play around within. Now,

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<v Speaker 1>in the arcades, it was a different story from video

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<v Speaker 1>game consoles. An arcade machine has a lot of specific circuitry.

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<v Speaker 1>So your basic classic arcade machine is designed to play

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<v Speaker 1>one game and that's it. All the circuits in the

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<v Speaker 1>arcade machine are the actual game itself. It's not running

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<v Speaker 1>a program off a disk or a cartridge or a

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<v Speaker 1>digital file. The actual game is hard coded on the

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<v Speaker 1>ships and circuitry. But arcade machines could incorporate multiple sound

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<v Speaker 1>chips to increase the number of audio channels available and

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<v Speaker 1>thus produced more sophisticated music. One very early example of

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<v Speaker 1>such a game was a game called Vanguard, which came

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<v Speaker 1>out way back in The crazy thing about Vanguard from

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<v Speaker 1>a music perspective, anyway, is that it was one of

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<v Speaker 1>the first arcade games to make use of licensed music.

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<v Speaker 1>For one thing, it used a bit of the theme

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<v Speaker 1>from Star Trek, the motion picture that would end up

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<v Speaker 1>being the same motif that would be used later on

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<v Speaker 1>in Star Trek the next generation. It also incorporated a

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<v Speaker 1>motif from the nineteen eighty film Flash Gordon, which had

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<v Speaker 1>a killer soundtrack composed by the band Queen. Specifically, the

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<v Speaker 1>game has a chip Tunes version of Voltan's theme from

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<v Speaker 1>the movie, and it totally rules. Now, these chips could

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<v Speaker 1>produce certain types of wave forms of audience, and typically

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<v Speaker 1>these chips were very limited in that they could produce

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<v Speaker 1>only one kind of wave form per chip, or per

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<v Speaker 1>audio channel I should say, not chip, but audio channel.

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<v Speaker 1>So let's talk a bit about oscillators and signals and waveforms. Now.

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<v Speaker 1>First off, an oscillator is essentially an electronic circuit that

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<v Speaker 1>generates a continuous output signal and that's it. We typically

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<v Speaker 1>see that output in the form of some sort of

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<v Speaker 1>repeating curve or sinusoid. If you have familiarity with trigonometry,

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<v Speaker 1>you likely are familiar with sinusoidal waves or sine waves.

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<v Speaker 1>You've got a triggonometric function that, when plotted on a graph,

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<v Speaker 1>generates this wave. Now, a simple sinusoidal wave produces waves

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<v Speaker 1>that are equal length and amplitude. This is very simple.

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<v Speaker 1>This is like if you're produce saying a steady unaltered signal,

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<v Speaker 1>Like if you were just to produce the electronic equivalent

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<v Speaker 1>of a C note, so you would have the steady

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<v Speaker 1>frequency of identical waves. The frequency refers to the number

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<v Speaker 1>of waves that pass a given point within a given

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<v Speaker 1>amount of time. And we can plot sound waves like

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<v Speaker 1>this too. Like electronic waves, we can plot this way,

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<v Speaker 1>and sound waves we can plot this way. So that

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<v Speaker 1>C note where you have a regular pitch and it's

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<v Speaker 1>like a pure C note, there's no vibrato going on here.

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<v Speaker 1>You're gonna have a a side wave plotted to represent

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<v Speaker 1>this sound wave where you have this very smooth curve

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<v Speaker 1>where you have uh waves that are each the same

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<v Speaker 1>wave length and they're all the same amplitude or height,

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<v Speaker 1>which means it's all played at the same volume. The

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<v Speaker 1>way we hear it, and it would be very pretty

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<v Speaker 1>and neat. It would also be boring to listen to. UM.

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<v Speaker 1>If you were to change the pitch of a sound, well,

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<v Speaker 1>then that would mean that the frequency would go up

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<v Speaker 1>and the wavelength of the waves would decrease, so you

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<v Speaker 1>would have shorter waves and more waves would pass a

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<v Speaker 1>given point within a certain amount of time, So the

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<v Speaker 1>frequency increases lower pitches. It's the opposite. The waves would

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<v Speaker 1>be longer and fewer would pass a given point in

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<v Speaker 1>time UM or a given point within a given amount

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<v Speaker 1>of time, I should say, and thus you would have

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<v Speaker 1>a lower pitch. But with electronic oscillators, we can produce

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<v Speaker 1>lots of different shapes of waves, and those different shapes

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<v Speaker 1>can correspond with different sounds in the case of audio chips,

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<v Speaker 1>that is. Keep in mind that continuous signals can be

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<v Speaker 1>used to produce all sorts of different stuff, not just audio.

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<v Speaker 1>So when we come back, we'll talk about these different

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<v Speaker 1>waveforms and what they can be used to do. But

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<v Speaker 1>first let's take this quick break. Okay we're now. I

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<v Speaker 1>Am not going to do a full deep dive into

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<v Speaker 1>all the different kinds of waves that oscillators can produce.

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<v Speaker 1>Because that would be a podcast all by itself. But

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<v Speaker 1>let's talk about the basic forms that you found in

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<v Speaker 1>say the nes You know, the different audio channels and

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<v Speaker 1>what they could produce and what those sound like. So

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<v Speaker 1>in the case of electronic audio and synthesized audio, the

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<v Speaker 1>shape of the wave form determines the timbre or character

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<v Speaker 1>of a sound, the tone. So one type of wave

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<v Speaker 1>form that's really important in the eight bit sound genre

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<v Speaker 1>is the square wave. Square wave forms and electronics are

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<v Speaker 1>often used for stuff like clock timing signals. A sign wave,

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<v Speaker 1>like I said, has a smooth curve, so it it

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<v Speaker 1>rises and reaches a peak and then descends in a

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<v Speaker 1>very smooth fashion. Square waves go from the zero point

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<v Speaker 1>and they jump straight up to whatever they're a alitude

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<v Speaker 1>ends up being for however long the wavelength is, so

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<v Speaker 1>there's no curve. It just goes from zero and then

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<v Speaker 1>jumps straight up to whatever the amplitude is, stays that

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<v Speaker 1>way for the length of the wave, and then drops

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<v Speaker 1>right back down to zero. So they look like squares

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<v Speaker 1>when you plot them on a graph, Thus the name

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<v Speaker 1>square wave. Now, in digital audio, that kind of wave

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<v Speaker 1>produces those chirpy beep noises we think about with eight

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<v Speaker 1>bit or chip tune music. So these wave forms are

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<v Speaker 1>typically used to create the sounds used to generate a

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<v Speaker 1>melody in a musical piece in a video game. So, uh,

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<v Speaker 1>you usually do this in order to create the main

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<v Speaker 1>melodic theme of whatever the pieces. The Nintendo Entertainment System

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<v Speaker 1>or the NES had two channels capable of producing square waves,

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<v Speaker 1>and by using both of the channels at the same time,

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<v Speaker 1>you could create warbly vibrato sound. You know, you could

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<v Speaker 1>have one channel producing one pitch and the second channel

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<v Speaker 1>producing a different pitch, and then you could you know,

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<v Speaker 1>slightly offset them so you would get that warbly sound.

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<v Speaker 1>Or you could even create a melody and harmony together

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<v Speaker 1>and program each of those those uh lines of of

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<v Speaker 1>data to produce different squares on their square waves. Now,

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<v Speaker 1>next up we have triangle waves. Triangle waves. Hate person waves.

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<v Speaker 1>They have a fight, triangle wins triangle waves. And yeah, well,

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<v Speaker 1>these triangle waves, when you plot on a graph or

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<v Speaker 1>you display it on a monitor, they look like triangles.

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<v Speaker 1>The wave rises very sharply to a point and then

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<v Speaker 1>immediately descends afterward, and so they're not it's not straight

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<v Speaker 1>up and down like a square wave. It's at an angle,

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<v Speaker 1>but it's at a sharp angle, so they look like triangles. Uh.

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<v Speaker 1>These typically come in as a softer sound than square

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<v Speaker 1>waves do, and they very often were used to generate

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<v Speaker 1>a baseline for video game music, so you would produce

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<v Speaker 1>lower pitched sounds. The NES third audio channel was dedicated

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<v Speaker 1>to creating triangle waves. So if you're keeping count, the

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<v Speaker 1>NES had two channels that would produce square waves, typically

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<v Speaker 1>for melody maybe harmony, and then a third one that

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<v Speaker 1>was used to produce triangle waves for the baselines. Then

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<v Speaker 1>then e S had a noise channel, and that would

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<v Speaker 1>produce noise, which really just means a signal that contains

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<v Speaker 1>a certain range of frequencies, all the frequencies within a

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<v Speaker 1>given spectrum, and all those frequencies would all be played

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<v Speaker 1>at the same amplitude or volume, so there's no note

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<v Speaker 1>in noise. Or you could say there are all the

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<v Speaker 1>notes within a given spectrum that are all played at

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<v Speaker 1>the same volume, so you can't pick any single note

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<v Speaker 1>out and it just becomes noise. UM. I associate noise

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<v Speaker 1>with static, but then I also realized this is something

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<v Speaker 1>that dates me because these days you don't encounter static

0:14:58.280 --> 0:15:01.000
<v Speaker 1>in the wild anymore. Right, it's you as an effect

0:15:01.800 --> 0:15:04.560
<v Speaker 1>in many cases, but it's not like you you're switching

0:15:04.600 --> 0:15:07.000
<v Speaker 1>channels on your television and you hit static and you

0:15:07.040 --> 0:15:12.600
<v Speaker 1>get that noise. Anyway, noise was usually used to create

0:15:12.640 --> 0:15:17.440
<v Speaker 1>percussive beats for a song, so the NESS fourth audio

0:15:17.520 --> 0:15:20.360
<v Speaker 1>channel would do just that. It was used as a

0:15:20.400 --> 0:15:24.320
<v Speaker 1>percussion track. The NES also had a fifth audio channel

0:15:24.440 --> 0:15:28.800
<v Speaker 1>which was dedicated to playing very short clips of sampled sounds.

0:15:28.800 --> 0:15:32.480
<v Speaker 1>So these were sounds that you could record in the

0:15:32.520 --> 0:15:36.520
<v Speaker 1>real world and play back in a digitized format. And

0:15:36.640 --> 0:15:40.760
<v Speaker 1>this channel could playback stuff that included digitized speech. Now

0:15:40.800 --> 0:15:44.520
<v Speaker 1>Here is where that eight bit limitation actually does come in.

0:15:44.520 --> 0:15:47.600
<v Speaker 1>In the previous examples, we're really talking about the wave

0:15:47.680 --> 0:15:52.400
<v Speaker 1>form being what is important to create that distinctive eight

0:15:52.440 --> 0:15:55.520
<v Speaker 1>bit audio. But when it comes to digitized speech, the

0:15:55.600 --> 0:15:59.520
<v Speaker 1>eight bit limitation actually plays a big part in it. Uh.

0:15:59.640 --> 0:16:03.240
<v Speaker 1>If you listen to digitized speech from the NES era,

0:16:03.880 --> 0:16:07.320
<v Speaker 1>you're gonna hear there's a lot of noise introduced in

0:16:07.480 --> 0:16:11.600
<v Speaker 1>that speech. Like it's not a clear recording. Uh. If

0:16:11.640 --> 0:16:14.520
<v Speaker 1>you were a fan of the classic Gauntlet games, I'm

0:16:14.520 --> 0:16:18.440
<v Speaker 1>talking about the original versions of Gauntlet, not like remasters

0:16:18.520 --> 0:16:23.040
<v Speaker 1>or anything. You probably remember there was a digitized voice

0:16:23.040 --> 0:16:24.520
<v Speaker 1>with a lot of noise in it that would say

0:16:24.520 --> 0:16:27.920
<v Speaker 1>things like red war here, your life force is running out,

0:16:28.320 --> 0:16:33.160
<v Speaker 1>or green Elf shot the food because the digitized narrator

0:16:33.200 --> 0:16:36.360
<v Speaker 1>of that game was a total snitch. Anyway, if you

0:16:36.440 --> 0:16:39.280
<v Speaker 1>remember what that sounded like, you remember there was this

0:16:39.480 --> 0:16:43.920
<v Speaker 1>noisy element to the speech, and again that was largely

0:16:44.000 --> 0:16:47.160
<v Speaker 1>because of the limitations of a bit technology that would

0:16:47.160 --> 0:16:50.120
<v Speaker 1>improve over time. So when we get to stuff like

0:16:50.240 --> 0:16:55.440
<v Speaker 1>chip tunes or modern music that replicates the sound of

0:16:55.480 --> 0:16:59.080
<v Speaker 1>these video games, we're really talking about musicians using digital

0:16:59.120 --> 0:17:03.760
<v Speaker 1>instruments or in computer workstations to generate those classic wave

0:17:03.840 --> 0:17:07.240
<v Speaker 1>forms from the nes video game era and thereabouts, the

0:17:07.280 --> 0:17:10.560
<v Speaker 1>triangle waves and the square waves. It's not about slapping

0:17:10.560 --> 0:17:13.880
<v Speaker 1>an eight bit chip into a digital amplifier or something.

0:17:14.359 --> 0:17:18.920
<v Speaker 1>It's rather creating those very specific, continuous signals in order

0:17:18.960 --> 0:17:22.720
<v Speaker 1>to get the sounds you want. Uh. They sound pretty

0:17:22.800 --> 0:17:25.480
<v Speaker 1>darn cool if you ask me. But I'm also a

0:17:25.520 --> 0:17:28.160
<v Speaker 1>guy who's going into his late forties, so it really

0:17:28.200 --> 0:17:31.920
<v Speaker 1>hits a nostalgic place for yours truly. Anyway, I thought

0:17:31.920 --> 0:17:34.480
<v Speaker 1>it would be interesting to kind of touch on what

0:17:34.680 --> 0:17:38.600
<v Speaker 1>makes those sounds unique and what gives them the quality

0:17:38.680 --> 0:17:41.920
<v Speaker 1>that we associate with them. And I hope you enjoyed

0:17:41.920 --> 0:17:45.280
<v Speaker 1>this episode. If you have suggestions for future topics, feel

0:17:45.320 --> 0:17:46.800
<v Speaker 1>free to reach out to me. One way you can

0:17:46.840 --> 0:17:49.080
<v Speaker 1>do that is on Twitter the handle for the show's

0:17:49.080 --> 0:17:52.480
<v Speaker 1>tech Stuff hs W. Another thing you could do is

0:17:52.520 --> 0:17:55.200
<v Speaker 1>you can go to the I Heart Radio app and

0:17:55.359 --> 0:17:57.640
<v Speaker 1>use the talk back feature on the tech stuff page

0:17:57.680 --> 0:18:00.360
<v Speaker 1>and let me know. In fact, if there's a specific

0:18:00.600 --> 0:18:04.159
<v Speaker 1>like classic video games soundtrack that you really love, like

0:18:04.200 --> 0:18:08.120
<v Speaker 1>there's something in that eight bit music genre that speaks

0:18:08.119 --> 0:18:11.800
<v Speaker 1>to you, I want to hear which one is your favorite?

0:18:11.840 --> 0:18:15.880
<v Speaker 1>Because I have my favorites. I don't want to influence

0:18:15.920 --> 0:18:18.320
<v Speaker 1>anybody else. I really want to hear, and maybe it'll

0:18:18.320 --> 0:18:20.200
<v Speaker 1>be a game I'm not familiar with, and I'll get

0:18:20.200 --> 0:18:23.280
<v Speaker 1>to discover music that I really love that I've never

0:18:23.320 --> 0:18:26.640
<v Speaker 1>heard before. So if you have suggestions like that, use

0:18:26.680 --> 0:18:29.240
<v Speaker 1>that talkback feature. You can record a sound clip of

0:18:29.320 --> 0:18:32.359
<v Speaker 1>up to thirty seconds and I will see it in

0:18:32.359 --> 0:18:34.719
<v Speaker 1>our little dashboard and I'll be able to listen to it.

0:18:34.960 --> 0:18:37.000
<v Speaker 1>And heck, if we get enough cool responses, I can

0:18:37.080 --> 0:18:40.639
<v Speaker 1>even include those in the future episode. All right, that's it.

0:18:41.040 --> 0:18:43.679
<v Speaker 1>Hope you have a great day. I'll talk to you

0:18:43.720 --> 0:18:53.760
<v Speaker 1>again really soon. Text Stuff is an I heart Radio production.

0:18:54.000 --> 0:18:56.840
<v Speaker 1>For more podcasts from my heart Radio, visit the i

0:18:56.920 --> 0:19:00.119
<v Speaker 1>heart Radio app, Apple Podcasts, or wherever you listen to

0:19:00.240 --> 0:19:01.119
<v Speaker 1>your favorite shows.