Table of Contents
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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
- https://github.com/dosbox-staging/dosbox-staging/issues/407
- https://www.vogons.org/viewtopic.php?t=54670
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