[HN Gopher] Monkey Island PC-speaker music player
       ___________________________________________________________________
        
       Monkey Island PC-speaker music player
        
       Author : ttsiodras
       Score  : 295 points
       Date   : 2021-07-27 11:08 UTC (2 days ago)
        
 (HTM) web link (www.thanassis.space)
 (TXT) w3m dump (www.thanassis.space)
        
       | ggambetta wrote:
       | This brings up memories :)
       | 
       | My mind was completely blown away by the early MOD players that
       | somehow managed to play relatively high res music through the
       | speaker. I have a vivid memory of playing Axel F and being in
       | total disbelief!
        
         | jug wrote:
         | Yeah, I remember playing Suburbia myself, vocals and all.
         | Melted my brain at the time!
        
         | holoduke wrote:
         | I am looking for an old mod player from 1990-3 Called something
         | like fli player. With a full screen modus where you see 3
         | circles red green and blue. Already looking for it for about 15
         | years. If I could only find that player.
        
         | drKarl wrote:
         | Or Klisje para klisje
        
           | abbeyj wrote:
           | A classic: https://modarchive.org/index.php?request=view_by_m
           | oduleid&qu...
           | 
           | There's a web-based player so you can hear this MOD without
           | having to download anything.
        
       | alfonsodev wrote:
       | So great and standalone, this should be added to ATMs, vending
       | machines and the like :) Also could be added to your house ring
       | bell ?
        
         | rob74 wrote:
         | I had it as a ringtone for a while (not the PC speaker version
         | mind you)...
        
       | shadowgovt wrote:
       | It can be easy sometimes, sitting where we do now in the era of
       | smartphones and globe-spanning networks, to forget that teaching
       | sand to think has been _hard._
       | 
       | Videogames required a _lot_ of trickery to do what developers
       | wanted them to do. And they succeeded.
       | 
       | (As a fun parenthetical, it's enjoyable to consider that the
       | studio that produced this game was LucasArts. This was one of the
       | projects Lucas had his game studio create because he was gunshy
       | about whether they could produce games that would enrich or
       | dilute the Star Wars brand. He wanted them to do original IP
       | first to verify they were, first and foremost, game creators. The
       | studio's first published game was 1985, this game came out in
       | 1990, and 1991 would see their first Star Wars game released).
        
         | egypturnash wrote:
         | There is also the fact that Lucas had licensed the game rights
         | to Star Wars to Kenner along with the toys, in a deal that was
         | very much in Kenner's favor. As long as Kenner paid them either
         | 5% of their yearly profits on Star Wars toys and games or 100k,
         | the deal would continue. They finally stopped paying in 1991.
         | 
         | https://www.filfre.net/2021/02/the-second-coming-of-star-war...
        
       | agys wrote:
       | Slightly unrelated but MBR (Master Boot Record, @masterbootrec on
       | Twitter) made 42 covers of classic game songs in heavy-metal
       | chiptune style.
       | 
       | Among the many fantastic pieces covered you'll also find the
       | Monkey Island theme.
       | 
       | The whole pack is available for free:
       | 
       | http://mbrserver.com/warez.zip
       | 
       | Please also appreciate the retro-ansi-gfx style of his
       | productions!
        
       | eloeffler wrote:
       | The important question at hand here: When and how did you expose
       | your nieces and nephews to Monkey Island and how did you
       | introduce it to them? :D
       | 
       | I would really like to share this experience with kids I know but
       | I find it hard to find the right time and way to show it to them
       | and to get them to play. Did you play it with them? Or just show
       | it to them? On a computer or a phone?
       | 
       | I'm so curious O:)
       | 
       | Awesome project, too!
        
         | ttsiodras wrote:
         | I played the game with them, when they were very young. They
         | loved every minute of it - with their uncle performing
         | impromptu dramatization-translations :-)
         | 
         | I am seriously considering playing it again with them this
         | summer :-D
        
           | eloeffler wrote:
           | Cool, have fun then!
           | 
           | I think I first played them at the age of 7 or 8.
           | 
           | I bet the dramatization-translations must be the trick :)
           | It's like an animated story book.
        
         | kabouseng wrote:
         | Monkey Island 1 and 2 is available on steam, even remastered if
         | I remember correctly, to not damage their modern sensitive eyes
         | that is used to high resolution graphics... Another recommended
         | remaster is Full throttle...also available on steam and Xbox.
        
           | nmg wrote:
           | Big ups to full throttle, cinematic and fun, beautiful art &
           | animation & voice acting, a game for kids that felt like it
           | was made for grown ups - and vice versa.
        
       | tluyben2 wrote:
       | Off topic somewhat: just playing through the Monkey Island
       | enhanced versions on Steam. Still great stuff.
        
       | jonplackett wrote:
       | What is the device between the battery and the board?
        
         | ttsiodras wrote:
         | A USB tester - it just reports the voltage (5V) and the
         | current. As you can see in the video, the current hovers around
         | 10mA, spiking to 20mA when we use the speaker.
        
       | [deleted]
        
       | hereforphone wrote:
       | I probably would have loved this game series. I couldn't play
       | very long because I found the constant (tm) after words intrusive
       | and definitely an impediment to immersion.
       | 
       | I can't be the only one.
        
         | sgt wrote:
         | You are the Only One(tm).
        
         | tommek4077 wrote:
         | You fight talk like a dairy Farmer! (tm)
        
         | adolfojp wrote:
         | It was definitely a joke and it was in line with the humor of
         | the game. The game broke the fourth wall all the time. One of
         | the characters told you to buy the game Loom. The troll on the
         | bridge was George Lucas with a troll mask on. They had a ton of
         | anachronistic elements like soda vending machines in the age of
         | piracy. At the end of the game Guybrush reveals that he learned
         | to never pay more than 20 bucks for a video game.
        
         | chucky wrote:
         | It's a joke that probably made a lot more sense in the 90s.
         | Back then people would use (tm) everywhere, in logos, whenever
         | certain brands were mentioned, etc.
         | 
         | In my opinion it fits the general humor of the game perfectly,
         | but I can definitely see how it would could be annoying.
        
           | hereforphone wrote:
           | Wow, that was a joke? Did everyone but me just 'get' that, or
           | was it a meme at the time (discussed regularly in forums) and
           | I just wasn't in on it?
           | 
           | But still annoying.
        
             | egypturnash wrote:
             | I was nineteen when the game came out and I got that joke.
             | It's an important part of selling the broader joke that the
             | world of Monkey Island is probably more of a pirate-themed
             | amusement park, owned by a faceless corporation, than it is
             | an actual world.
        
               | hereforphone wrote:
               | Interesting, thanks.
        
       | Andrew_nenakhov wrote:
       | Of all DOS games I ever played, by far the coolest PC speaker
       | music was in Star Control 2. Unfortunately (understandably) it
       | was not loud enough, but it was great.
       | 
       | MI music is great though, I speak it as a person who has LeChuck
       | fanfare on a ringtone.
        
         | AnotherGoodName wrote:
         | I was going to post the same thing about Star Control 2. I
         | found a video to highlight it.
         | https://youtu.be/nj8j7IGQP6E?t=188
         | 
         | It needs to be emphasized that the game had hours of music.
         | Every different race encountered, every mode of travel and even
         | different planet types had different music. All through a PC
         | Speaker and would run on a 286. The game was a technical marvel
         | for the time.
        
       | pierrebai wrote:
       | I wonder if using RLE encoding would not have been but vastly
       | simpler and more compact that the huffman encoding used. Just
       | frequency + duration.
        
         | camtarn wrote:
         | The notes were already encoded as frequency and duration. The
         | Huffman coding was required to get that down to an even smaller
         | size.
         | 
         | RLE might have helped for repeated notes - but I guess Huffman
         | coding kinda compensates for that anyway, in the repeated notes
         | will probably end up with shorter bit strings.
        
         | ttsiodras wrote:
         | > I wonder if using RLE encoding would not have been but vastly
         | simpler and more compact...
         | 
         | No, mate - it wouldn't. Don't be confused by the "printf"-dump;
         | the Python script processed it into pairs of (frequency,delay).
         | That is, when you see...                   989 Hz @ 15209
         | 989 Hz @ 15213         989 Hz @ 15218         784 Hz @ 15222
         | 784 Hz @ 15226
         | 
         | ...the data actually generated are:                   (989,
         | 15222-15209),          (784,  ... -15222),
         | 
         | Simply put: RLE can't do anything on them. The repetition has
         | already been "cleaned out".
         | 
         | I wouldn't have gone to Huffman compression if I had a simpler
         | choice.
        
       | codetrotter wrote:
       | Wait, is it just me or does either of these two more recent songs
       | sound a lot like the first one of those Monkey Island songs?
       | 
       | ItaloBrothers - Stamp on the ground. 2009.
       | https://youtu.be/cHcVU5cGUNE
       | 
       | Basshunter - DotA. 2008. https://youtu.be/qTsaS1Tm-Ic
        
         | robert-boehnke wrote:
         | I don't hear it myself but you might be interested to learn
         | that the DotA song derives from 2000's Daddy DJ by the band of
         | the same name https://www.youtube.com/watch?v=flL_2awF-QI
        
           | codetrotter wrote:
           | I love that song but never knew that the DotA song derives
           | from it. Neat!
        
       | SamBam wrote:
       | What a great write-up. A huge amount of tricky concepts in a
       | single project. This seems like it could be the capstone project
       | for an advanced microcontrollers course.
       | 
       | And, as someone who wants to program in more embedded systems, it
       | tells me how high the cliffs are ahead of me...
        
       | godot wrote:
       | Oh man, I'm sure only people who've actually played the games
       | back then can relate, but I got literal goosebumps upon hearing
       | that music when I played that video. I think the fact that it's
       | played from a PC speaker added that much more level of nostalgia.
        
       | ricardo81 wrote:
       | The pertinent question perhaps: How much wood could a woodchuck
       | chuck if a woodchuck could chuck wood?
       | 
       | Hopefully the grand kids appreciate the theory/use of Huffman!
        
         | ttsiodras wrote:
         | :-)
         | 
         | Well, if the bird in question used an LZ77 followed by Huffman,
         | he could compress all that wood/chuck stuff down to almost
         | nothing. So he could chuck a lot :-D
        
         | mnw21cam wrote:
         | Isn't that in Monkey Island 2?
        
           | ricardo81 wrote:
           | It is
        
         | preinheimer wrote:
         | Even if a wood chuck could chuck wood, would a wood chuck chuck
         | wood?
        
       | Amin699 wrote:
       | If you have fun fooling around with electronics - as I do - you
       | probably play a lot with microcontrollers. One of the first
       | things you learn, is that these tiny beasts (from the ATtiny all
       | the way to the ESP32) will suffer from brown-outs if you try to
       | drive too much current from them.
        
       | code_duck wrote:
       | It's rather sad that this was the music in these otherwise
       | excellent 80s PC games when earlier machines such as the
       | Commodore 64 or even 8 bit contemporaries like the NES and Sega
       | Master System had far superior audio capabilities. PC games for
       | the most part skipped a lovely era of synthesized music.
        
         | mrob wrote:
         | PC games had great music by the late 80s, it just wasn't cheap.
         | Sierra On-Line is notable for supporting the Roland MT-32,
         | starting with King's Quest IV in 1988.
         | 
         | https://en.wikipedia.org/wiki/Roland_MT-32
        
           | Joe_Cool wrote:
           | Many games supported digitized output over a DAC on the LPT
           | port. I remember building one myself. There are many
           | tutorials. A moderately fast 486 can output CD-Quality sample
           | rates with such a thing. Covox had one in the 80s:
           | https://en.wikipedia.org/wiki/Covox_Speech_Thing
        
         | motogpjimbo wrote:
         | By way of compensation however, a few years later PC gamers
         | could enjoy the FM synthesis of the Sound Blaster card or the
         | PCM-based sounds of sound modules like the Roland Sound Canvas.
         | A lot of PC game soundtracks from that era have aged very well
         | and have become classics in their own right.
        
           | Joe_Cool wrote:
           | The Wing Commander 1 title theme on MT-32 is absolutely
           | amazing.
        
         | city41 wrote:
         | Most PC games from this era supported the Ad Lib, Roland MT-32,
         | Soundblaster, etc.
         | 
         | Here is the game from the post running on DOS with various
         | sound cards: https://www.youtube.com/watch?v=Fr-84mjV3CI
        
           | code_duck wrote:
           | Those do sound pretty nice. I wonder what the usage rate was
           | for enhanced sound hardware. None of the systems I used up to
           | the mid 90s had anything besides the PC speaker, even in the
           | VGA era.
        
             | city41 wrote:
             | Not sure what the usage rate was. But the devices saw
             | pretty wide support. For example the Roland was supported
             | by 900 games, same with the Soundblaster
             | 
             | Roland:
             | https://www.mobygames.com/browse/games/dos/tic,1/ti,35/
             | 
             | Soundblaster:
             | https://www.mobygames.com/browse/games/dos/tic,1/ti,40/
        
       | Razengan wrote:
       | Even though it was supposed to be mostly parody, Monkey Island
       | instills a sense of adventure that few other games have (like
       | King's Quest).
       | 
       | The semi-open island hopping of MI2 was specially fun. I still
       | wonder if there will be an open-world game like Skyrim or Fallout
       | etc. that is spread across islands instead of an endless
       | landmass.
       | 
       | Too bad LucasArts got gobbled up by the D Demon and Monkey Island
       | will probably never get another revival because it cannibalizes
       | Pirates of the Caribbean.
       | 
       | Unless Ron Gilbert et al. can pull off a Thimbleweed Park with
       | it.. ;)
        
         | babyshake wrote:
         | Assassin's Creed Black Flag is a bit like that, but not at all
         | like MI.
        
         | anthk wrote:
         | Wind Waker (Zelda for the Game Cube) is like that.
        
       | tallmansixfour wrote:
       | Count me as simply impressed.
        
       | jonplackett wrote:
       | Original Monkey Island theme is still my favourite bit of music
       | from a game ever.
        
         | thaumasiotes wrote:
         | I just finished transcribing it from a dumped midi file -
         | https://musescore.com/user/36584999/scores/6891053 .
         | 
         | I wouldn't mind figuring out how to get a midi to sound like
         | the PC speaker. Setting a square wave synthesizer as the
         | instrument doesn't do it.
        
           | jonplackett wrote:
           | Nice work! There's more going on in there than I expected!
        
             | thaumasiotes wrote:
             | Interestingly, the music is different based on the audio
             | you select. If you listen to the PC speaker version of the
             | theme, you might notice that the final note is arpeggiated,
             | which isn't true for the midi version. The PC speaker
             | version is also missing a note in the previous measure that
             | exists in the midi.
             | 
             | Then when the opening credits have finished and the game
             | begins, there is background music for the lookout if you
             | have midi audio, but silence for the PC speaker.
        
           | maxime-esa wrote:
           | And there is an amazing piano transcription from w3sp, here: 
           | http://www.gamemusicthemes.com/sheetmusic/personalcomputer/t.
           | ..
           | 
           | (check out his performance on youtube - not only the intro,
           | but also the complete Woodtick theme, Jojo from MI2, etc.)
        
         | geephroh wrote:
         | If you really want to geek out on the music, the Super Marcato
         | Brothers podcast has done episodes on MI2 - MI4.[1]
         | 
         | (And fwiw, my brother plays marimba and other percussion in
         | MI4. To this day, one of the weirdest gigs he's ever had.)
         | 
         | 1. http://www.supermarcatobros.com/podcast/tag/monkey+island
        
           | [deleted]
        
         | the_af wrote:
         | The Last Ninja (C64 version) holds that title in my heart. If
         | you like it, do check out the rock remixes by a band called the
         | Fastloaders (a live performance also features Ben Daglish, the
         | original composer of some of the tracks. RIP, sadly).
        
           | [deleted]
        
           | Cybotron5000 wrote:
           | Last Ninja's music was super cool also! ...had completely
           | forgotten about that game - going to check out the
           | Fastloaders asap :)
        
         | jug wrote:
         | Lovely cover here, recommended by Ron Gilbert himself:
         | https://youtu.be/qUMKy2Jk3Oo
        
         | detritus wrote:
         | I have it as a default ohrwurm, with ot regularly popping into
         | mind as a background theme for hours on end, but I don't mind -
         | it's better than the other wurms...
         | 
         | My young daughter will grow up with a vague knowledge of it as
         | it - along with the theme to Monty Python's flying Circus - are
         | the two tunes I hum to her to get her to sleep.
        
       | nyanpasu64 wrote:
       | Oddly this sounds more like a 40% pulse wave than a 50% square
       | wave. I assume the original was played on a 50% square wave.
       | 
       | EDIT: Upon reading the original code:                   int
       | volume = 60;         periodMicros = 1000000/((long)freq);
       | onMicros = periodMicros * volume/100;         offMicros =
       | periodMicros * (100-volume)/100;
       | 
       | volume doesn't control the volume, but the duty cycle (timbre and
       | harmonic content) of the waveform. And it looks like I guessed
       | the 40% (audibly equivalent to 60%) duty cycle exactly!
        
         | sgt wrote:
         | You've got a good ear!
        
         | rosstex wrote:
         | Is there a website for experimenting with waves and duty cycles
         | and observing how the sound changes?
        
           | nyanpasu64 wrote:
           | https://webaudiodemos.appspot.com/oscilloscope/index.html
           | seems okay but it only supports one note.
        
             | lashkari wrote:
             | Heads up: I opened this link in a new tab and it
             | immediately started playing a very loud, constant tone.
             | 
             | If you're wearing headphones or have your speakers turned
             | up, be careful!
        
         | ttsiodras wrote:
         | Spot on! I planned initially to control the volume with a
         | potentiometer - but abandoned the plan when I got to the
         | "sounds good enough" :-)
        
         | SamBam wrote:
         | Can you tell me what you're hearing? I don't recall the
         | original music well enough, but this one sounds slightly muddy
         | -- would a 50% square waves sounds crisper?
        
           | nyanpasu64 wrote:
           | I used to make chiptune (and still do to some extent). Pulse
           | waves (periodically alternating high and low sound pressures)
           | are a type of waveform, and the width or duty cycle of the
           | waveform (the percent of the time the sound pressure is high
           | rather than low) controls the harmonic spectrum and perceived
           | timbre. I could identify by listening that it was greater
           | than 25% but less than 50% by listening by ear, and hone in
           | on a guess by comparing to FamiTracker's emulated VRC6 (which
           | can output duty cycles between 6.25% and 50% in steps of
           | 6.25%).
           | 
           | I don't know what you mean by "muddy", but I did notice the
           | speaker (perhaps mic too) has a crappy frequency response,
           | and the bass notes are quiet and difficult to identify the
           | pitch of.
        
             | jeffalyanak wrote:
             | Just to add a datapoint, I've been making chip music for
             | nearly 15 years and being able to accurately hear
             | pulsewidth, waveform (assuming a simple, fundamental
             | chiptune waveform like square, saw, triangle) is actually
             | relatively common with a bit of experience.
             | 
             | When I got started I was awed by it in others I talked to
             | on IRC, but it wasn't too long before I was familiar with
             | it, too. It's also pretty easy for me--and I'd bet for
             | nyanpasu64 as well--to identify the actual PSG or platform
             | used and even to get a good idea of what sort of
             | sequencing/programming is involved to get any particular
             | sound I hear.
             | 
             | For me it's pretty specialized, though. I absolutely can't
             | do that with traditional music production. I wouldn't be
             | able to tell you too much about music I heard produced with
             | modern tools.
        
           | tobr wrote:
           | Describing timbre in text is difficult, but I wouldn't say a
           | symmetric square wave is "crisper". Maybe more hollow, tooty,
           | clarinet-like. Asymmetric pulses first sound richer but less
           | clear, brighter, more nasal, then as you get to more extreme
           | settings it starts to sound thin and fragile.
        
         | endymi0n wrote:
         | I just love how good us humans can get at nichy distinction
         | topics if we just keep at the task long enough (and start
         | early).
         | 
         | We once had a film crew in our school trying to get some shots
         | of us at the computer. I overheard them having big problems
         | getting the CRT flicker free on camera and trying to find out
         | the refresh rate.
         | 
         | I was maybe 12 at the time and just told them point blank it's
         | 60Hz. They asked me how I knew and I just told them I could see
         | it from the feel of the flicker. Was a good guess as well since
         | it was one of the standard VESA frame rates.
         | 
         | The cameraman came back to that kid 3 minutes later, showing me
         | the shutter set to exactly 59.7 Hz with a still very surprised
         | face.
        
       | gwbas1c wrote:
       | (Meta)
       | 
       | If you can, try to make the video louder. I really had to crank
       | up the volume to listen to it. (Probably use a combination of
       | normalize and compress in Audacity.)
       | 
       | Cool hack!
        
         | ttsiodras wrote:
         | Mostly, my mistake was I had the phone too far away - notice in
         | the video that when I get it close, it sounds just fine.
         | 
         | Live and learn :-)
        
         | Cthulhu_ wrote:
         | I think the speaker is too big and / or the circuit doesn't
         | have an amplifier, so that would be an improvement; the USB
         | power supply should have enough juice left over to crank up the
         | volume.
        
       | MrBuddyCasino wrote:
       | Building little audio gizmos is fun. I recommend using
       | replacement smartphone speakers (eg for the iPhone SE 2020) if
       | size is an issue, because a bare chassis without an enclosure
       | sounds like crap due to acoustic short-circuit.
       | 
       | Another option is LCD TV speakers, those already have an
       | enclosure but are a bit larger.
        
         | Tempest1981 wrote:
         | Ah, clever, like this? https://www.ebay.com/itm/372798620272
         | ($6)
         | 
         | So then how do you attach/enclose this tiny speaker?
        
           | MrBuddyCasino wrote:
           | This looks like the speaker that goes into your ear, but I
           | meant the one at the bottom of your phone that activates when
           | you switch to "speaker phone". They usually have the keyword
           | "buzzer" in the title of sites that sell them to distinguish
           | them from the earpiece.
           | 
           | This is what I mean: https://www.mmobiel.com/loud-speaker-
           | for-iphone-8-plus-serie...
           | 
           | Some have just two contacts you can easily solder speaker
           | cables to, just avoid the ones with complicated connectors.
           | You don't need to enclose it to get good sound, it already
           | has an enclosure. I often choose plush toys with a simple MP3
           | SD player (1EUR on Aliexpress, eg
           | https://www.aliexpress.com/item/32657798948.html) and some
           | triggering mechanism.
        
       | darkwater wrote:
       | This reminds me of how I was used to this music while playing MI
       | on my PS/2 and how I was blown away the day I installed an adlib-
       | compatible soundcard (the cheapest I could find with my 11yo
       | money) and the first game I tried was Monkey Island.
       | 
       | It's one of those memories that will stay with me forever.
        
       | xattt wrote:
       | I've been wondering for a while. What tools were used to compose
       | PC beeper music? Was there some sort of DAW or toolkit, or was
       | the music all hard coded as a text file?
        
         | singlow wrote:
         | I don't know of any toolkits used by the pc speaker games. I
         | did enjoy some videos on YouTube from the 8-bit Guy recently
         | that had some good info though:
         | 
         | https://www.youtube.com/watch?v=q_3d1x2VPxk
        
         | phire wrote:
         | Based on interviews, Lucas Arts were using common MIDI tools
         | and composition software.
         | 
         | The real magic happens in their music driver, which takes the
         | sound effects, multi-track MIDI music, along with track
         | priority infomation and dynamically down-mixes it to however
         | many tracks the current audio device has. Just one in the case
         | of the PC speaker.
         | 
         | I assume they would have had a setup that allowed them to
         | quickly hear what the track sounded like on all their target
         | audio devices.
        
         | k__ wrote:
         | I read, back in the days, "trackers" were used for electronic
         | music composition. But I don't know if that was the case for
         | game music.
        
           | addingnumbers wrote:
           | Star Control 2 famously used music composed in MOD trackers,
           | they even had part of the UI show a waveform of the music
           | during dialog with the aliens.
           | 
           | It was seeing a bunch of .MOD files on the floppy that first
           | prompted me to download a mod tracker back in the BBS days.
        
             | camtarn wrote:
             | Haha, yeah - many years later, finding the .IT files in the
             | original Unreal Tournament and downloading a tracker was
             | what got me into composing music on the PC. It was
             | wonderful having the music available in such a reverse-
             | engineerable format.
        
           | Sharlin wrote:
           | A lot of game music was also composed with trackers,
           | including some big titles like the original _Unreal_ and
           | others using its engine such as _Deus Ex_. But tracker music
           | is all about arranging digital samples on a multi-track
           | timeline, requiring an audio output that can play digitized
           | multi-channel sound in the first place...
        
             | nitrogen wrote:
             | Scream Tracker 3 did have an Adlib output mode, and there
             | were a few .s3m files out there that used Adlib FM
             | instruments instead of sampled instruments.
        
       | rob74 wrote:
       | BTW, if you want to compare the Monkey Island title music for all
       | platforms the game was ported to (and some it wasn't ported to,
       | looking at you C64), take a look at this video:
       | https://www.youtube.com/watch?v=DydmYhaL7zw
       | 
       | For me, the Amiga version brings back the fondest memories - 4
       | channels of glorious 8-bit sampled sound! Unfortunately two of
       | those channels were hardwired to the left speaker and two to the
       | right speaker, so listening with headphones is not so great, but
       | still...
        
         | blt wrote:
         | One of the most bizarre design decisions of the home computer
         | era.
        
         | ant6n wrote:
         | It's amazing how the PC speaker version has a Melody, but also
         | chords and accompaniment, even though only one frequency can be
         | played at a time. There's so much going on it sounds
         | impossible.
         | 
         | I really wanna know how this was done, presumably by offsetting
         | all the various sounds. Maybe very short notes jumping around,
         | perhaps the raggae style off-beats help.
         | 
         | There's a big documentary on Monkey island on YouTube,
         | unfortunately it doesn't go much into the music.
        
           | kevin_thibedeau wrote:
           | You can play sampled audio out of a PC speaker. All it
           | requires is simulating a 1-bit DAC to control the switching
           | directly.
        
           | duskwuff wrote:
           | The PC speaker version is really clever. It's arranged in a
           | way that suggests to the listener that multiple voices are
           | present, but they can only hear the most prominent one that's
           | active at any given time. The arpeggiated chords (marimba on
           | other arrangements) help with this; in other cases, a
           | background note is offset slightly to make it "peek" around
           | the edges of the lead.
        
             | shahar2k wrote:
             | audio dithering?
        
           | dragonwriter wrote:
           | > It's amazing how the PC speaker version has a Melody, but
           | also chords and accompaniment, even though only one frequency
           | can be played at a time.
           | 
           | The PC speaker doesn't play a single frequency, it toggles
           | between "on" and "off". There's techniqueels to drive so that
           | it looks to be next level of softwarr like it is playing a
           | single frequency, or like it has, e.g., an 8-bit position
           | setting, or...a number of other things. But even those super-
           | basic things are illusions over toggling at appropriate
           | times, not the native function of the speaker
        
           | Cybotron5000 wrote:
           | Here's a great article by Kenneth McAlpine:
           | https://www.gamejournal.it/the-sound-of-1-bit-technical-
           | cons... ...An interview with Michael Land and Clint Bajakian:
           | https://www.youtube.com/watch?v=-0EqG6RYn9Y ...an article
           | about iMuse (used from M.I.2 I think):
           | https://mixnmojo.com/features/sitefeatures/LucasArts-
           | Secret-... Hope that helps! (this site is amazing btw... :)
        
           | Sharlin wrote:
           | There even used to be a driver for Win 3.x that allowed
           | playing digitized sound via the PC speaker as if it was a
           | real soundcard. It was (unsurprisingly) very CPU intensive so
           | not useful for games.
        
           | Joe_Cool wrote:
           | Check out the title theme from Maniac Mansion. Someone at
           | Lucasfilm Games knew what they were doing with the PC
           | Speaker.
           | 
           | They had great musicians. The dynamic iMuse music in Monkey
           | Island 2 and Tie Fighter (only in the DOS/MIDI version) was
           | incredible.
        
         | belorn wrote:
         | I kind of prefer this other video by LGR on the subject of
         | monkey island title music through different PC music devices.
         | It does not have the commodore 64 as it only cover PC, it more
         | devices and illustrate how different the same song is on same
         | platform with different hardware.
         | 
         | https://www.youtube.com/watch?v=a324ykKV-7Y
        
           | rob74 wrote:
           | Yeah, that really shows how much effort they (had to) put
           | into supporting the variety of PC sound cards - although by
           | the 90s most (affordable) cards were (or claimed to be)
           | "AdLib/SoundBlaster-compatible". But I still like the video I
           | posted better - I mean, there were (and partly still are)
           | other systems out there than the PC, let's not forget that!
           | And I originally played Monkey Island on the Amiga, so that
           | version has a special place in my heart...
        
         | eumoria wrote:
         | Monkey Island on the MT-32 is amazing. I believe it was
         | composed on that device but it's such an awesome sound.
        
         | jedberg wrote:
         | For a time when stereo was new for recorded music, the Beatles
         | and the Doors both like to really play with that ability. They
         | would put some tracks on just one ear, so that only the people
         | with the latest stereo equipment could truly enjoy the work as
         | intended.
        
         | cmiller1 wrote:
         | Additionally since this game as well as many others from the
         | era can be configured to output MIDI data you can buy new midi
         | hardware and continue to hear how we've developed this kind of
         | sampling! https://twitter.com/GyoJc/status/1304638489313644546
        
       ___________________________________________________________________
       (page generated 2021-07-29 23:00 UTC)