Audio

Audio is the machine's sound hardware: its channels, its chip and how it makes a sound. The formats MIDI and MOD stand beside the machines, one a protocol and one a sample tracker. Each name links to its audio page. The tables further down compare what each machine can do beyond forced sample playback, and whether a sequencer sets a thing once or has to drive it every tick.

Machines

MachineChannelsTypeNotes
ZX Spectrum1 or 3Beeper, AY-3-891248K beeper, 128K AY chip
Commodore 643SIDFour waveforms, ADSR, filter
NES5APUTwo pulse, triangle, noise, DMC
SNES8S-DSPBRR samples, ADSR
Game Boy4CustomTwo square, wave, noise
Amiga4Paula8-bit PCM by DMA
BBC4SN76489Three tone, one noise
Oric3AY-3-8912Square, noise, envelope
PC9, plus speakerOPL2, PC speakerFM synthesis, or 1-bit speaker
MIDI16ProtocolSynth dependent
MOD4Samples8-bit PCM tracker

Sequencing model

Two kinds of command matter to a sequencer. A latched command is written once and the hardware holds or evolves it on its own; a driven command must be refreshed every tick by the CPU or the player routine. The tables below use A for automatic (latched) and D for driven, with a dash where the machine has no such feature. Most register chips latch their tone, volume and envelope; the 1-bit outputs, and any effect a chip has no hardware for, must be driven. This split decides whether the editor emits a single event or a per-tick automation lane.

MarkMeaning
AAutomatic: set once, the chip holds or evolves it.
DDriven: the CPU or player must update it every tick.
Not available on that machine.

Channel capabilities

Each capability below is a setting a channel can expose. The section gives what it is, then a table with a column for each of the capability's parameters and a row for each machine that supports it, showing that machine's range. A machine that lacks the capability is left out of the table. The per-machine hardware detail (registers, bit widths, addresses) lives on each platform's own audio page.

Pitch

Sets the fundamental frequency of the voice; the one control every tonal channel has.

MachineResolutionFine tune
Spectrum (beeper)CPU-timed loop countBy loop count
AY (Spectrum 128K, Oric)12-bit periodNone
C64 (SID)16-bit frequencyContinuous
NES (APU)11-bit timerNone
SNES (S-DSP)14-bit rateContinuous
Game Boy (APU)11-bit periodNone
Amiga (Paula)16-bit period (min ~124)By period
BBC (SN76489)10-bit dividerNone
PC (speaker)16-bit timer countBy count
PC (OPL2)10-bit F-number + 3-bit blockBy F-number
MIDINote 0–12714-bit pitch bend
MOD12-bit periodPer-sample finetune (−8 to +7)

Volume

Sets channel loudness, for dynamics and mix balance.

MachineLevelsScope
AY (Spectrum 128K, Oric)4-bit (0–15)Per channel
C64 (SID)4-bit masterGlobal; per voice via envelope
NES (APU)4-bit (0–15)Per channel; none on triangle
SNES (S-DSP)Two 8-bit signed (L, R)Per voice
Game Boy (APU)4-bit env; wave 0/25/50/100%Per channel
Amiga (Paula)0–64Per channel
BBC (SN76489)4-bit attenuation (0–15)Per channel
PC (OPL2)6-bit level (0–63)Per operator
MIDI7-bit velocity + 7-bit CC7Per note and channel
MOD0–64Per cell and channel

Waveform

Chooses the tone shape of the voice; where more than one shape or a drawable shape is offered.

MachineShapesSelection
C64 (SID)Triangle, sawtooth, pulse, noiseSelect, combinable (AND)
NES (APU)Pulse, triangle, noiseFixed per channel type
Game Boy (APU)Pulse, 32-step wavetableWave loaded as a table
PC (OPL2)Sine, half-sine, abs-sine, quarter-sinePer operator

Duty (pulse width)

The high-to-low ratio of a pulse wave; narrow duty is thin and nasal, 50% is hollow.

MachineWidthsResolution
C64 (SID)Continuous12-bit
NES (APU)12.5, 25, 50, 75%2-bit (4 values)
Game Boy (APU)12.5, 25, 50, 75%2-bit (4 values)

Amplitude envelope

Shapes a note's volume over time, from a hard pluck to a slow swell.

MachineTypeParametersScope
AY (Spectrum 128K, Oric)Shape generator8 shapes, 16-bit periodOne generator, shared
C64 (SID)ADSRAttack, decay, sustain, release (4-bit each)Per voice
NES (APU)Decay + length4-bit rate, length counterPer channel
SNES (S-DSP)ADSR or GAINA/D/S/R, or manual GAIN rampPer voice
Game Boy (APU)Volume envelopeStart (4-bit), direction, period (3-bit)Per channel (not wave)
PC (OPL2)ADSRAttack, decay, sustain, release (4-bit each)Per operator
Amiga (Paula)Software (player)Any shape, drivenPer channel
BBC (SN76489)Software (OS ENVELOPE)Up to 4 phases, amplitude and pitchPer channel, driven

Hardware pitch sweep

The chip slides the pitch on its own once armed; used for zaps, whoops and rising alarms.

MachineRateDirectionDepth
NES (APU)3-bit periodUp or down3-bit shift
Game Boy (APU)3-bit periodUp or down3-bit shift (channel 1)

Noise

A pseudo-random source for drums, cymbals, wind and explosions.

MachineRate controlModes
AY (Spectrum 128K, Oric)5-bit period, one generatorSingle
C64 (SID)16-bit frequency (pitched)LFSR noise waveform
NES (APU)16 period valuesWhite or periodic
SNES (S-DSP)5-bit clock, per-voice enableLFSR
Game Boy (APU)Divisor + 3-bit shift15-bit or 7-bit LFSR
BBC (SN76489)3 fixed rates, or track tone 3White or periodic

Ring modulation

Multiplies two oscillators for clangorous, bell-like, inharmonic tones.

MachineSource
C64 (SID)A voice's triangle ring-modulated by the previous voice's oscillator

Hard sync

One oscillator resets another for an aggressive, tearing sync lead.

MachineSource
C64 (SID)A voice's oscillator hard-synced to the previous voice's oscillator

Filter

Shapes the harmonics for muffling, wah and squelchy resonant sweeps.

MachineModesCutoffResonanceRouting
C64 (SID)Low, band, high-pass (combinable)11-bit4-bitOne shared, per-voice enable
Amiga (Paula)Fixed low-pass (LED)On/off onlyNoneGlobal

Wavetable

Plays a short user-drawn cyclic waveform, for any static timbre you draw.

MachineTable sizeSample depth
Game Boy (APU)32 steps (channel 3)4-bit

Sample / PCM playback

Replays recorded audio as the voice; the native sample voices, distinct from forced playback.

MachineFormatMax rateLoop
NES (DMC)1-bit DPCM, 7-bit output33.1 kHzYes
SNES (S-DSP)BRR 4-bit, 16-bit output32 kHzLoop point
Amiga (Paula)8-bit signed PCM~28 kHzLoop region
MOD8-bit signed PCMPlayer rateLoop + offset

FM synthesis

One operator modulates another's frequency for rich, evolving, metallic tones.

MachineVoicesOperatorsWaveformsRouting
PC (OPL2)9 (or 6 + rhythm)2 per voice4 per operatorFeedback + 2 algorithms

Panning

Places the voice in the stereo field for width and movement.

MachinePositionsScope
SNES (S-DSP)Continuous (8-bit L, 8-bit R)Per voice
Game Boy (APU)Left, right or both (hard)Per channel
MIDI7-bit (CC10)Per channel

Pitch modulation

A voice frequency-modulates the next for gritty, FM-flavoured sample textures.

MachineSourceScope
SNES (S-DSP)Previous voice modulates this voice's pitch (PMON)Per voice enable

Echo and reverb

A delayed, filtered feedback for space and ambience.

MachineDelayFeedbackFilter
SNES (S-DSP)Up to ~240 ms (audio-RAM buffer)8-bit8-tap FIR

Player effects (software)

These have no dedicated hardware: the player produces them by updating a channel every tick, so they are available on any driven channel (the volume-based ones need a volume control). They are the portable effect core the sequencer can offer everywhere.

EffectParametersSound
ArpeggioNote offsets, speedFast bubbling chord from one voice
PortamentoRate, target noteSmooth glide between notes
VibratoSpeed, depthExpressive pitch shimmer
TremoloSpeed, depthPulsing loudness (needs volume)
Volume slideRateFades and crescendos (needs volume)

Command layers

A sequencer can lean on a small core that every target shares, then add capability-gated commands per machine. The core is what makes one editor drive them all; the extensions are what make each machine sound like itself.

LayerCommandsWhere
Universal coreNote on, note off, set level, select instrument or timbreEvery machine, and MIDI and MOD
Common (register chips)Trigger amplitude envelope, enable noiseSID, AY, SN76489, NES, Game Boy, OPL2, SNES; driven ramps on BBC and Amiga
DutyChoose pulse widthSID, NES, Game Boy
Pitch sweepHardware slideNES, Game Boy
FilterCutoff, resonance, modeSID; global on/off on Amiga
Ring-mod / sync / modCross-voice modulationSID (ring-mod, sync), SNES (PMON), OPL2 (FM)
PanLeft and right placementSNES, Game Boy
EchoDelay with FIR filterSNES
UploadWavetable or sample dataGame Boy, SNES, Amiga
Shared envelopeOne envelope shape and periodAY (Spectrum 128K, Oric)

MIDI and MOD sit on top of this model. MIDI is the core in protocol form: the sequence sends events and controller streams, and the target synth realises the envelopes. A MOD maps a note-and-sample trigger, a one-shot, against an effect column driven every tick, which is the same latched-versus-driven split the machines show, expressed in one portable file.