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PC Engine / TurboGrafx-16 Architecture

Chapter 6: Audio


Table of Contents

  1. Extra functions
  2. Final sound

The PC Engine contains a Programmable Sound Generator or 'PSG', like many other third-generation consoles analysed on this website. However, this PSG particularly relies on the waveform memory (also called 'waveform buffer') approach to synthesise sound, rather than using a predefined set of waveforms (e.g., pulse, triangle, etc.). Waveform memory enables programmers to define their own waveforms, which gives greater flexibility for soundtrack arrangements.

Video
Video - Oscilloscope display during a game of R-Type (1987).

The system features six audio channels , each of which is configured by writing to a set of registers. These store the attributes of the channels, including:

Extra functions

Some groups of channels have additional modes of operation. For instance, the last two channels are connected to a noise generator. Moreover, the second channel can act as a Low-Frequency Oscillator (LFO) to modulate the first channel. I initially assumed this to be a synonym for FM synthesis, but LFOs are more of a 'subset' that produce a vibrato effect.

Speaking of modes, there's another one available called Direct D/A (DDA), which enables the CPU to write directly to the audio buffer (bypassing the PSG). Consequently, the PC Engine can play Pulse-Code Modulation (PCM) samples, which are still 5-bit and tightly dependent on CPU cycles. Nevertheless, two channels can be combined to reproduce 10-bit samples! .

All in all, this makes the PC Engine's PSG an exceptionally flexible piece of hardware.

Final sound

The PSG mixes all audio channels and outputs a stereo signal. But again, unless you find a way to bypass the RF port, you will only hear mono audio from your telly.


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Next: 7. I/O


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