Comparison of Game Consoles by Sound Capabilities

When it comes to retro gaming, many enthusiasts tend to focus on graphics and gameplay, but sound can be just as important in creating an immersive experience. From the humble beep of the first video game console to the modern-day surround sound systems, sound capabilities have come a long way in video game consoles. This article aims to provide an overview of the various sound formats and standards used in video game consoles, from mono to stereo and beyond, as well as to offer tips and recommendations for getting the best sound performance out of each console. By comparing the sound capabilities of different consoles, players can make informed decisions on how to optimize their gaming experience.

Explanation of "Channels"
If you’re putting together a console setup for audio, there are some numbers that you’ll notice like 2.1, 5.1, 7.2.2 and so on. These numbers represent "channels", with each channel normally - but not always - corresponding to one physical speaker. (For example, there are plenty of exceptions such as soundbars and surround-sound headsets, so "channels" and "speakers" are not synonymous. While 2.1 might seem to indicate three separate speakers, this may not always be the case).
 * The first number (for example, the "5" in a 5.1 setup) defines how many primary channels there are in a setup, at ear level. Usually (but again, not always) this number also refers to the number of regular speakers in the setup. So for example, a standard 5.1 system will normally use five speakers: Front Left, Centre, Front Right, Surround Left and Surround Right. Each channel can receive a separate audio signal. So if the user is playing a game that has its audio mixed in 5.1 surround, the dialogue will probably be sent to the centre speaker, with the other speakers playing audio relative to the action on the screen. This will hopefully add greater immersion and give a more convincing experience.


 * The second number stands for the number of LFE (Low Frequency Effects) channels in a setup, which are commonly reproduced by subwoofer speakers. The woofers on regular speakers are not usually powerful enough to effectively reproduce very low-frequency bass sounds. So having the second number displayed separately (for example, the "1" in a 5.1 setup) indicates that this is not a normal speaker. For extra bass, some systems might even support x.2 or even x.4 speaker configurations.
 * The third number (for example, the last "2" in a modern 7.2.2 home theatre setup) is a relatively new innovation, and defines how many overhead or height channels there are, which are normally reproduced by ceiling-mounted or in-ceiling speakers. If your system has a third number, this indicates that it supports object-based surround sound formats such as Dolby Atmos or DTS:X, where sounds are recorded as individual objects in 3D space instead of traditional channels. However, it's not strictly necessary for an object-based setup to have actual ceiling speakers. Some standard speakers (or soundbars) have built-in upward-firing speakers that bounce audio off the ceiling, to simulate the effect that the audio is actually coming from above you.

Analog multichannel sound can be implemented as: or
 * a discrete system, where each channel is delivered independently; (for example, a 5.1 system with 5 or 6 RCA connectors is, at least at that point in the chain, a discrete system)
 * a matrixed system, where algorithms are used to put multiple channels worth of sound into a lesser amount of physical channels (such as the two stereo RCA cables that were already commonly in use with most audio equipment from the 1970s through to the 1990s)

In digital audio, these terms are less commonly used, but comparable approaches are used depending on circumstances.

Disclaimer
This article is written with the intention of providing practical advice and tips to the average retro gamer who wishes to improve their console audio experience. While accuracy and up-to-date information are essential, the article is not meant to be excessively technical or comprehensive.

For example, in the context of video game consoles, the term "mono" typically refers to the console's output being a single, mixed audio channel, as opposed to true monophonic sound. For instance, the original Nintendo Entertainment System (NES) is sometimes referred to as a "mono" console, despite featuring two pulse wave channels, one triangle wave channel, one noise channel, and a delta modulation channel. Similarly, the ColecoVision used a SN76489 sound chip, which offered four channels, including three tone channels for music and a noise channel.

While channels can be utilized in combination to create complex sounds and music, the output is merged into a single channel. Describing these consoles as anything other than "mono" might confuse the average user, who might assume that adding additional speakers would enhance their audio setup. Therefore, unless a console can output audio in stereo, it will be regarded as a "mono" console.