Difference between revisions of "CyberSound"
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'''CyberSound''' is a line of products created by [[InVision Interactive]] in May 1995, acting together as a comprehensive set of tools to enable sound on varying types of computer hardware. | '''CyberSound''' is a line of products created by [[InVision Interactive]] in May 1995, acting together as a comprehensive set of tools to enable sound on varying types of computer hardware. | ||
− | CyberSound was designed to produce "high quality" audio with minimal processing costs, which was achieved by creating a software-based MIDI-esque waveform (or "instrument") table. The idea was that complex pieces of music could be constructed by saving sequences of individual notes, and then applying a specific | + | CyberSound was designed to produce "high quality" audio with minimal processing costs, which was achieved by creating a software-based MIDI-esque waveform (or "instrument") table. The idea was that complex pieces of music could be constructed by saving sequences of individual notes, and then applying a specific instrument to each note to generate sound, as opposed to streaming an already constructed piece of audio from a CD-ROM. |
This method leads to greater efficiency and lower memory and storage requirements. The concept was nothing new per se, however CyberSound worked entirely within software (i.e. no special chipsets were required) and was supported by an extensive library of waveforms supplied by InVision Interactive themselves. It also went further than the [[wikipedia:General MIDI|General MIDI]] standard, allowing for more than 128 instruments if required. | This method leads to greater efficiency and lower memory and storage requirements. The concept was nothing new per se, however CyberSound worked entirely within software (i.e. no special chipsets were required) and was supported by an extensive library of waveforms supplied by InVision Interactive themselves. It also went further than the [[wikipedia:General MIDI|General MIDI]] standard, allowing for more than 128 instruments if required. | ||
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==Sega co-operation== | ==Sega co-operation== | ||
− | As part of the official [[Sega Saturn]] development tools, Sega licensed technology from InVision Interactive and made a Saturn-compatible system available to third-party developers from 1994. It is believed this license mainly concerned the | + | As part of the official [[Sega Saturn]] development tools, Sega licensed technology from InVision Interactive and made a Saturn-compatible system available to third-party developers from 1994. It is believed this license mainly concerned the instrument/waveform library ("CyberSound GM" as it was later known officially), forming what was initially termed the '''Sega Sound Library''' (at least, prior to the CyberSound name coming into use). This in turn would be fed to the [[Saturn Custom Sound Processor]] (SCSP) and played. |
CyberSound technology was used in a large percentage of Saturn games, including Sega first-party games such as ''[[NiGHTS into Dreams]]'', ''[[Dragon Force]]'' and ''[[Sakura Taisen]]''. Developers more interested in audio fidelity would often opt for Red Book audio (i.e. music streamed off a disc, much like a regular music CD-ROM). Some publishers opted for other, home-grown systems, while later games such as ''[[Burning Rangers]]'' used [[ADX]] technology - a form of audio compression that did not necessarily hamper other system processes. | CyberSound technology was used in a large percentage of Saturn games, including Sega first-party games such as ''[[NiGHTS into Dreams]]'', ''[[Dragon Force]]'' and ''[[Sakura Taisen]]''. Developers more interested in audio fidelity would often opt for Red Book audio (i.e. music streamed off a disc, much like a regular music CD-ROM). Some publishers opted for other, home-grown systems, while later games such as ''[[Burning Rangers]]'' used [[ADX]] technology - a form of audio compression that did not necessarily hamper other system processes. | ||
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==Games utilising the "Sega Sound Library"== | ==Games utilising the "Sega Sound Library"== | ||
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==Games utilising CyberSound== | ==Games utilising CyberSound== | ||
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===[[Dreamcast]]=== | ===[[Dreamcast]]=== | ||
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==References== | ==References== | ||
<references /> | <references /> | ||
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[[Category:Data formats]] | [[Category:Data formats]] | ||
+ | [[Category:Middleware]] |
Latest revision as of 21:40, 19 March 2024
CyberSound is a line of products created by InVision Interactive in May 1995, acting together as a comprehensive set of tools to enable sound on varying types of computer hardware.
CyberSound was designed to produce "high quality" audio with minimal processing costs, which was achieved by creating a software-based MIDI-esque waveform (or "instrument") table. The idea was that complex pieces of music could be constructed by saving sequences of individual notes, and then applying a specific instrument to each note to generate sound, as opposed to streaming an already constructed piece of audio from a CD-ROM.
This method leads to greater efficiency and lower memory and storage requirements. The concept was nothing new per se, however CyberSound worked entirely within software (i.e. no special chipsets were required) and was supported by an extensive library of waveforms supplied by InVision Interactive themselves. It also went further than the General MIDI standard, allowing for more than 128 instruments if required.
CyberSound technology was licensed by numerous hardware manufacturers and was regularly used in video games until at least the early 2000s. InVision Interactive went bankrupt around this period and support for the software ceased, however the advent of higher density disc formats such as GD-ROM (for the Sega Dreamcast) and DVD for the PlayStation 2 gave audio programmers more flexibilty when it came to in-game music.
Contents
Sega co-operation
As part of the official Sega Saturn development tools, Sega licensed technology from InVision Interactive and made a Saturn-compatible system available to third-party developers from 1994. It is believed this license mainly concerned the instrument/waveform library ("CyberSound GM" as it was later known officially), forming what was initially termed the Sega Sound Library (at least, prior to the CyberSound name coming into use). This in turn would be fed to the Saturn Custom Sound Processor (SCSP) and played.
CyberSound technology was used in a large percentage of Saturn games, including Sega first-party games such as NiGHTS into Dreams, Dragon Force and Sakura Taisen. Developers more interested in audio fidelity would often opt for Red Book audio (i.e. music streamed off a disc, much like a regular music CD-ROM). Some publishers opted for other, home-grown systems, while later games such as Burning Rangers used ADX technology - a form of audio compression that did not necessarily hamper other system processes.
It was also possible to access the SCSP directly, which often made more sense for arcade ports or games which required "simpler" sound. There was no requirement to take sides, however - games could swap between multiple audio technologies if they desired.
Several Sega Dreamcast games also make use of CyberSound technology, though were less likely to advertise the then-aging system as Saturn titles were.
Games utilising the "Sega Sound Library"
- AI Shogi (1995)
- Alone in the Dark 2 (1996)
- Astal (1995)
- Ayrton Senna Personal Talk: Message for the future (1995)
- Blue Seed: Kushinada Hirokuden (1995)
- BreakThru! (1995)
- Clockwork Knight (1994)
- Clockwork Knight 2 (1995)
- Clockwork Knight: Pepperouchau no Fukubukuro (1995)
- Creature Shock: Special Edition (1996)
- D (1995)
- EMIT Vol. 1: Toki no Maigo (1995)
- EMIT Vol. 2: Inochigake no Tabi (1995)
- EMIT Vol. 3: Watashi ni Sayonara o (1995)
- Fire Pro Gaiden: Blazing Tornado (1995)
- From TV Animation Slam Dunk: I Love Basketball (1995)
- Gakkou no Kaidan (1995)
- Godzilla Rettoushinkan (1995)
- Golden Axe: The Duel (1995)
- High Velocity: Mountain Racing Challenge (1995)
- Hissatsu Pachinko Collection (1996)
- Hiyake no Omoide & Himekuri: Girls in Motion Puzzle Vol. 1 (1995)
- Isto é Zico: Zico no Kangaeru Soccer (1996)
- J.League Pro Soccer Club o Tsukurou! (1996)
- Magic Knight Rayearth (1995)
- Magical Drop (1995)
- Mystaria: The Realms of Lore (1995)
- Omakase! Savers (1996)
- Pappara Paoon (1995)
- Princess Maker 2 (1995)
- The Psychotron (1995)
- Quantum Gate I: Akumu no Joshou (1995)
- Robotica: Cybernation Revolt (1995)
- Sega International Victory Goal (1995)
- Sega International Victory Goal (1995)
- Shichuu Suimei Pitagraph (1996)
- Shinobi Legions (1995)
- Shinseiki Evangelion (1996)
- Shougi Matsuri (1995)
- The Story of Thor 2 (1996)
- Thunderhawk II (1995)
- Victory Goal (1995)
- WanChai Connection (1994)
- Wing Arms (1995)
- World Series Baseball (1995)
Games utilising CyberSound
- Amagi Shien (1997)
- AMOK (1997)
- Angelique Special (1996)
- Another Memories (1998)
- Bishoujo Senshi Sailor Moon SuperS: Various Emotion (1996)
- Christmas NiGHTS into Dreams (1996)
- D (1995)
- Daibouken: Saint Elmos no Kiseki (1996)
- Daitoride (1996)
- Dark Seed II (1997)
- Death Crimson (1996)
- Dejig Aqua World (1997)
- Dejig Lassen: Art Collection (1997)
- Dejig McKnight: Art Collection (1997)
- Dejig Tin Toy (1997)
- Densetsu no Ogre Battle (1996)
- Desire (1997)
- Digital Ange: Dennou Tenshi SS (1997)
- Dragon Force (1996)
- Dragon Master Silk (1997)
- Dream Square Hinagata Akiko (1997)
- Eiyuu Shigan: Gal ACT Heroism (1998)
- Eternal Melody (1996)
- Eve Burst Error (1997)
- Fishing Koushien (1996)
- Game-Ware (1996)
- Game-Ware Vol. 2 (1996)
- Game-Ware Vol. 3 (1996)
- Game-Ware Vol. 4 (1997)
- Game-Ware Vol. 5 (1997)
- Greatest Nine '96 (1996)
- Hatsukoi Monogatari (1998)
- Heartbeat Scramble (1996)
- Hyper Securities S (1997)
- Jantei Battle Cos-Player (1997)
- Japan Super Bass Classic '96 (1996)
- Jinzou Ningen Hakaider: Last Judgement (1996)
- Keriotosse! (1998)
- Koi no Summer Fantasy: in Miyazaki Seagaia ( ?)
- Machi (1998)
- Magical Drop 2 (1996)
- Magical Drop III Toretate Zoukangou! (1997)
- Minami no Shima ni Buta ga Ita: Lucas no Daibouken (1996)
- Monster Slider (1997)
- My Best Friends: St. Andrew Jogakuin Hen (1996)
- My Dream: On Air ga Matenakute (1997)
- NiGHTS into Dreams (1996)
- Panzer Dragoon Saga (1998)
- Princess Maker 2 (1995)
- Pup-Breeder (1996)
- Riglordsaga 2 (1996)
- Roommate: Ryouko in Summer Vacation (1997)
- Sakura Taisen (1996)
- Sakura Taisen 2: Kimi, Shinitamou Koto Nakare (1998)
- Sakura Taisen Hanagumi Tsuushin (1997)
- Sakura Taisen Jouki Radio Show (1997)
- Sakura Taisen Teigeki Graph (1998)
- Sangokushi Eiketsuden (1996)
- Sega Screams Volume 1 (1996)
- Sega Worldwide Soccer 98 (1997)
- Shinseiki Evangelion: Digital Card Library (1997)
- Sugobencha: Dragon Master Silk Gaiden (1998)
- Sword & Sorcery (1996)
- Tantei Jinguuji Saburou: Mikan no Report (1996)
- Tetris S (1996)
- Umanari 1 Furlong Gekijou (1997)
- Virtual Casino (1996)
- World Series Baseball II (1996)
- Yuukyuu Gensoukyoku (1997)
- Yuukyuu Gensoukyoku 2nd Album (1998)
- Yuukyuu Gensoukyoku Ensemble (1998)
- Yuukyuu Gensoukyoku ensemble 2 (1999)
- Yuukyuu no Kobako Official Collection (1997)
- Zanma Chouougi Valhollian (1998)
- Zoku Hatsukoi Monogatari: Shuugakuryokou (1998)