4 ms·
CPU IO access speed and memory transfer delay, in a world before the advent of DMA. There’s a reason that game consoles of the era had dedicated “Audio Process
by derefr 3y ago
CPU IO access speed and memory transfer delay, in a world before the advent of DMA.
There’s a reason that game consoles of the era had dedicated “Audio Processing Units” that rendered sound directly from sequencer instructions + a small set of loaded samples: trying to feed “one large continuous sample” (i.e. a raw PCM stream) through the CPU to a DAC, wouldn’t have left any time for doing actual logic. If you compressed the audio, decompressing it would take the whole CPU too.
Sure, CD-ROMs weren’t usually continuous streams of data in the way that audio CDs were; but the kinds of stuff that couldn’t just be usefully fit into a floppy — or a set of floppies installed onto a hard drive! — was usually asset files that were individually large in the same way that PCM audio was individually large, in a way that would still choke either CPUs or RAM. No point in large image files you can’t even display.
There were a few consumer use-cases for random access to individually large files — mostly public databases, of the kind we’d expect to find online today. But people who really needed these, either did use them “online” even back then (by dialing in directly to mainframe database services); or, if they were a more industrial consumer, they got these distributions on tape! These were the first things to be ported over to CD-ROM when CD-ROM drives did start becoming available.
The whole “multimedia” hype took a bit longer, only really taking off once high-quality images and low-quality video were able to actually be displayed on PC (requiring PCs to first achieve display resolutions higher than 640x480; color depths higher than 256-color; at least 2MB of VRAM; and CPUs fast enough for MPEG1 decoding of at least small 100x100 video clips.)
- vel0city 3y agoSpeaking to the processing needed just to pass the PCM data around being a massive fraction of the overall processing power, you'll notice in a lot of early CD-ROM games they just completely sidestep this and just use the CD drive to read actual CD audio off the disk and have it decode and play back the audio directly to the sound output device instead of going through the CPU. Essentially the computer would just tell the CD drive "play track 11" when you got to the 11th level of the game. And that was a decade past the creation of the audio CD that normal PCs (or gaming PCs!) still needed a lot of processing power just handling that data stream.