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Credit 00

Exhibit  /  sound on request

The same jump, six ways

One small sound, a character’s jump, made six ways: one for each era of game sound from 1977 to the 2010s. Every version is synthesised in your browser when you press play. Nothing here is a recording.

How to use the sound room

Pick a sound: a jump, a coin or a hit. Each of the six panels plays it the way a machine of that era could. The sliders change the one or two limits that defined each era; move one, then play again to hear the difference. Every panel also draws its sound. The long strip on the left is the whole sound from start to finish. The small window on the right is a close-up of six thousandths of a second, which shows the shape of the wave. Under each drawing, a line of text says what you would hear, so the room works with the sound off too.

Before you press play. This page makes sound only when you press a Play button. Turn your volume down first: the volume control below starts low, and every sound passes through a limiter so nothing can suddenly get loud. Each sound lasts under a second. Stop silences everything, and the sound stops if you switch tabs.

Sound

Sound effect
30%

Sound is off until you press a Play button.

1977 One-bit beeper

30 a second

1983 Sound chip

16 steps
50%

1990 FM synthesis

index 4
2 to 1

1995 Sample playback

11.0 kHz
8-bit

2000s Compressed, in stereo

80%
128 kbps

2010s Layered design

4: tonal body, click, low thump, air
up to 0.9 semitones

Six machines, one idea

1977, the beeper. Many early home computers had a speaker wired to a single switch. The program clicked it on and off, and the speed of the clicking was the pitch. There was no volume, only on and off, and the processor had to do the clicking itself, so it could do little else while a sound played. The slider sets how many times a second the pitch can change.

1983, the sound chip. A dedicated chip now made the tones, so the program only had to send it new numbers, usually once for every frame of the picture, sixty times a second. A typical chip had three or four voices of square or pulse waves and a noise voice for crashes, each with sixteen fixed steps of volume. The pitch came from dividing the chip’s clock by a whole number, so most notes were a hair out of tune. The sliders set the number of volume steps and the pulse width; thinner pulses sound more nasal.

1990, FM synthesis. One sine wave bends the pitch of another so fast that you hear a new, richer tone instead of a wobble. If the bending, called modulation, fades quickly, the sound starts bright and turns soft, like a struck bell. These chips had no noise voice, so hits and crashes were made by pushing the modulation hard at an odd ratio until the tone turned metallic. Brightness sets how deep the modulation goes; the ratio sets how the two waves relate.

1995, sample playback. With more memory and CD-ROMs, games could play back recorded sound. Space was still precious, so short sounds were often stored at eleven or twenty-two thousand slices a second rather than forty-four thousand, and sometimes in 8 bits. A low rate loses the high frequencies and adds a fizzy edge; fewer bits add hiss. Our “recording” is synthesised first and then squeezed the same way.

The 2000s, compressed and in stereo. Games streamed much of their sound from compressed files, the same family of formats as music files, and mixed it in stereo or surround with artificial rooms. Low bitrates trim the very top of the sound, which can make it a little dull. The sliders set the stereo width, from mono to wide, and the bitrate. Headphones make the width easy to hear.

The 2010s, layered design. A modern sound designer builds an effect from parts: a click for the instant of impact, a tonal body, a low thump you feel more than hear, and a little air on top. The game then nudges the pitch and the volume on every play, so a sound heard a thousand times never quite repeats. The sliders set how many layers play and how much each play varies.

What changed, and what did not

Across forty years the jump got wider, richer, more varied and far more work to make. The idea underneath stayed the same: a quick rise in pitch that says up, and an ending short enough for the next sound to follow. Designers still start where the beeper did, with a pitch curve and a length, and then dress it in the tools of their time.

What the drawings show

The strip on the left is the whole sound, drawn as loudness over time: the taller it is, the louder that moment. When a sound is in stereo there are two lanes, left speaker on top and right underneath; the more they differ, the wider the sound. The window on the right zooms in on six thousandths of a second from the middle of the sound. A beeper’s wave is a flat-topped block that is either on or off. A chip’s is a block whose height moves in steps. FM is a smooth curve bent out of shape. A low-rate sample is a curve made of stairs.

Sources and further reading

The sounds and the text are our own. Each era is a simplified model, not a copy of any one machine, written from general public references such as these.

Stamp this exhibit

Heard all six jumps? Take a stamp for your Passport. It is saved in this browser only, and nothing is sent anywhere.

Play the history

One cabinet from each era, so you can hear how game sound grew up.

Walk the whole floor.