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Sega Saturn Architecture

Chapter 5: Audio


Table of Contents

  1. The tech stack
  2. The opportunity

The audio capabilities of this console were part of a broader digital revolution taking place during the same period. In essence, the combination of new storage formats and affordable (yet sophisticated) sample synthesisers ultimately unlocked the composers' ability to produce their music in-house, and then incorporate it directly into games in its original form.

The tech stack

Image
Overview of the audio components.

Be that as it may, beneath the surface of attractive functionality lies a complex arrangement. In the case of the Sega Saturn, its sound subsystem is composed of several parts :

In a nutshell, the audio pipeline works as follows:

  1. Either main CPU initialises the aforementioned components and loads a sound driver into sound RAM. It then activates the Motorola 68EC000, so it can begin working.
  2. During gameplay, the audio subsystem may receive data in the following ways:
    • The main CPU can instruct the Saturn Control Unit (SCU) to transfer PCM samples (or other data) from the CD to sound RAM.
    • The CD subsystem may send audio data from uncompressed audio tracks (called CD-DA) directly to the SCSP.
    • If the 'Video CD' card is installed, the CD subsystem can forward compressed audio to the card, which in turn decompresses it and passes it on to the SCSP.
  3. Based on the sound driver running and the data received, the Motorola 68EC000 tasks the SCSP to generate the audio. This may involve allocating channels for FM synthesis or PCM playback, both of which have many effects at their disposal.

The opportunity

As previously mentioned, the new audio subsystem allowed studios to finally record and produce soundtracks in-house, then bundle them in the game without the need for rearrangement - unlike earlier systems that relied on constrained sequencers or sound hardware with strict synthesis methods.

This shift was made possible thanks to a combination of key factors:


Previous: 4. Graphics

Next: 6. Operating System


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