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3 True 16 bit audio games
John Novak edited this page 2023-06-15 16:43:34 +10:00
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Many games support the Sound Blaster 16 in their sound setup utility, but the majority of them just play the same low-bitrate (usually 11kHz) 8-bit samples when configured for the SB16 anyway. This is because games still came on floppies until the mid-90s, so disk space was at a premium, plus they had to cater for the lowest common denominator, which was the Sound Blaster Pro 2 that only supports 8-bit digital audio.

From 1995 onwards, however, games started incorporating "true 16-bit audio" recorded at higher bitrates, usually at 22kHz. Especially games released on CD-ROMs fall into this category. When these games are not configured for the Sound Blaster 16 or the Gravis Ultrasound (if supported by the game), they play back their 16-bit recordings at 8-bit resolution. This results in increased background noise, but that is the only drawback whatsoever. In other words, the jump from 8 to 16-bit audio is definitely noticeable, but it's not exactly a night and day difference as it only affects the noise and nothing else. Arguably, the higher 22kHz bitrate is much more important in the perceived audio quality than the background noise (or the lack of thereof).

Below is a list of "true 16-bit audio" games that actually benefit from playing them on a 16-bit soundcard. The majority of these games support the Sound Blaster 16 (enable it via sbtype = sb16), and a smaller percentage the Gravis Ultrasound (GUS) (enable with gus = on).

Game Year Internal Sound Data PCM Output Format Audio Engine/Library Comments
AH-64D Longbow 1996 16-bit stereo @ 22kHz Miles AIL/MSS
Blood 1997 16-bit stereo up to 44.1kHz Apogee Sound System Mixing/output rate defined in BLOOD.CFG
Command & Conquer 1995 ADPCM mono @ 22kHz 16-bit mono @ 22kHz HMI SOS
Command & Conquer: Red Alert 1996 ADPCM mono @ 22kHz 16-bit mono @ 22kHz HMI SOS
Crusader: No Remorse 1995 16-bit stereo up to 44.1kHz Asylum Sound System Requires v1.06 ASYLUM.DLL and 16-bit DMA selection. Mixing/output rate defined in CRUSADER.CFG (22kHz default)
Crusader: No Regret 1996 16-bit stereo up to 44.1kHz Asylum Sound System Requires 16-bit DMA selection. Mixing/output rate defined in CRUSADER.CFG (22kHz default)
Descent II 1996 16-bit stereo @ 22kHz HMI SOS Mixing/output rate defaults to 11kHz if system has < 16MB RAM. (Can be overridden with '-Sound22K' command-line switch.)
Duke Nukem 3D 1996 8-bit @ 11kHz (MIDI music) 16-bit stereo up to 44.1kHz Apogee Sound System Mixing/output rate defined in DUKE3D.CFG
Dungeon Keeper 1997 16-bit stereo @ 22kHz Miles AIL/MSS
Eco Quest 2: Lost Secret of the Rainforest 1993 16-bit mono @ 11kHz & 22kHz SOL Requires updated AUDBLAST.DRV
Eradicator 1996 16-bit stereo @ 22kHz Miles AIL/MSS
Fade to Black 1995 16-bit stereo @ 22kHz Miles AIL/MSS
FX Fighter 1995 16-bit mono @ 22kHz
Freddy Pharkas: Frontier Pharmacist 1993 16-bit mono @ 11kHz & 22kHz SOL Requires updated AUDBLAST.DRV
Freddy Pharkas: Frontier Pharmacist (CD) 1994 16-bit mono @ 11kHz & 22kHz SOL
Gabriel Knight: Sins of the Fathers 1993 16-bit mono @ 11kHz SOL
Gabriel Knight: Sins of the Fathers (CD) 1994 16-bit mono @ 22kHz SOL
Gabriel Knight II: The Beast Within 1995 16-bit mono @ 22kHz SOL
Hi-Octane 1995 16-bit stereo @ 22kHz Miles AIL/MSS Freeze after intro when GM selected. Fix here
King's Quest VII: The Princeless Bride 1994 16-bit mono @ 22kHz SOL
Leisure Suit Larry 6: Shape Up or Slip Out 1993 16-bit mono @ 11kHz & 22kHz SOL
Leisure Suit Larry 6: Shape Up or Slip Out (CD) 1994 16-bit mono @ 22kHz SOL
M.A.X. 1996 16-bit stereo @ 22kHz HMI SOS
Mission Critical 1995 16-bit stereo @ 22kHz Miles AIL/MSS
Pepper's Adventures in Time 1993 16-bit mono @ 11kHz & 22kHz SOL Requires updated AUDBLAST.DRV
Police Quest IV: Open Season 1993 16-bit mono @ 11kHz SOL
Police Quest IV: Open Season (CD) 1994 16-bit mono @ 11kHz SOL
Quake 1996 ?-bit @ 11kHz (CDA music) 16-bit stereo up to 44.1kHz Mixing/output rate defined with '-sspeed ' command-line parameter (11kHz default)
Quest for Glory IV: Shadows of Darkness 1993 16-bit mono @ 11kHz & 22kHz SOL
Quest for Glory IV: Shadows of Darkness (CD) 1994 16-bit mono @ 11kHz & 22kHz SOL
Rise of the Triad: Dark War 1994 8-bit @ 11kHz 16-bit mono @ 11kHz Apogee Sound System
Shadow Warrior 1997 8-bit @ 22kHz (CDA music) 16-bit stereo up to 44.1kHz Apogee Sound System Mixing/output rate defined in SW.CFG
Shattered Steel 1996 16-bit mono @ 22kHz HMI SOS
Slater and Charlie Go Camping 1993 16-bit mono @ 11kHz & 22kHz SOL Requires updated AUDBLAST.DRV
Space Quest 6: The Spinal Frontier 1995 16-bit @ 22kHz (MIDI music) 8 & 16-bit mono @ 22kHz SOL
Star Trek: The Next Generation A Final Unity 1995 16-bit stereo @ 22kHz
Torin's Passage 1995 8 & 16-bit stereo @ 22kHz SOL
Under a Killing Moon 1994 16-bit @ 22kHz (MIDI music) 16-bit stereo @ 22kHz HMI SOS
The Pandora Directive 1996 16-bit stereo @ 22kHz HMI SOS
Wing Commander III: Heart of the Tiger 1994 16-bit @ 22kHz (MIDI music) 16-bit mono @ 22kHz HMI SOS 16-bit status applies to FMV only. Gameplay mixing/output is 8-bit stereo @ 11kHz.
Wing Commander IV 1996 16-bit stereo @ 22kHz 8 & 16-bit stereo @ 22kHz HMI SOS

References