Comparison of Game Consoles by Sound Capabilities

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The purpose of this article is to categorize video game consoles according to their supported audio formats, and to consolidate advice on optimizing sound reproduction for each of those consoles.

Exclamation-triangle-fill.svgDRAFT (WORK IN PROGRESS ARTICLE - PLEASE DO NOT RELY ON THE INFORMATION BELOW UNTIL MARKED AS COMPLETED)


[1][2][3][4][5][6][7].

Explanation of Terms

If you’re getting started with optimizing 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 speaker channels, and they follow a specific format.

  • The first number defines how many main channels there are in the setup, at ear level. Each is typically implemented with a single speaker (box), containing one or more drivers (the actual electromagnetic transducers), in which case each tends to specialize in a certain frequency range.
  • The second number stands for the number of subwoofer speakers in the setup, which are dedicated to low-frequency bass sounds. The subwoofers are commonly placed at floor level. Having a single speaker for extreme bass is cost-efficient because effective reproduction of these sounds (and felt vibrations) benefits from a physically large speaker that would not be practical to duplicate for each channel; this does not significantly compromise audible fidelity because human hearing lacks directionality at low frequencies.
  • In more modern home theatre setups (e.g., 7.2.2) there is a third number, which defines how many “Dolby Atmos” in-ceiling speakers there are to provide overhead sound.

Analog multichannel sound (which, contrary to literal meaning, usually refers to systems with 3 or more channels) can be implemented as:

  • 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 various algorithms are used to put multiple channels worth of sound into a lesser amount of physical channels (as would be required on a record, where stereo sound already uses both dimensions available for stylus movement, and desirable elsewhere for backwards compatibility and/or cost saving).

In digital audio, these terms are less commonly used, but comparable approaches are used depending on circumstances (for instance, the S/PDIF interface was designed for the bandwidth of 2-channel PCM and multichannel use requires classic matrixing, the switch to a lossy codec such as AC3 or DTS which may not be compatible with the output device, or the switch to a completely different interface).

Sound System Year Introduced to Home Market Explanation Use in Retro-Gaming context
Mono 1899 Mono is simply a single channel of audio; if you route a mono signal to many different speakers, it's still a single audio channel. As a listener, the most noticeable difference between mono and stereo, is that stereo sounds are capable of producing the perception of width, whereas mono sounds are not. Prior to the Turbo-Grafx16, all home video game consoles (citation) either sent a mono audio signal to the television, or (in the 1st gen) utilised beepers and built-in speakers to produce simple action sounds. In some instances, stereo mods for these older consoles are available. (e.g. Atari 2600) citation needed.

In some modern consoles, the ability to enable mono audio (i.e. combining all audio channels into one) can be enabled as an accessibility option for players with single-sided deafness who want to use headphones.

Stereo 1958 While mono signals are recorded and played back using a single audio channel, stereo sounds are recorded and played back using two discrete audio channels.

Stereo speaker setups are usually laid out in either a 2.0 (no subwoofer) or a 2.1 (with subwoofer) configuration - with a front left speaker and a front right speaker.

Since its introduction with the Turbo-Grafx 16, Stereo is still the way that most players experience sound in video games, up to the present day. (citation)
Quadrophonic Sound 1971 This format had brief popularity in the 1970s, using two front and two rear speakers (all discrete channels). Most quadrophonic musical recordings were extracted from the original stereo mix, although some were mastered in four channels. No confirmation of quadrophonic sound having been implemented into video games. Unlikely because by the time of the Atari 2600's release (one of the first consoles to send actually send audio to the television for output, as opposed to using built-in piezo beepers) in 1977, quadrophonic sound had already faded from the mainstream.
Dolby Stereo 1975 Dolby Stereo was the original name for Dolby Surround when it was introduced in theatrical movies. N/A - See Dolby Surround.
Dolby Surround 1982 Dolby Surround (i.e. "matrixed surround") was the first multi-channel surround decoding technology to be widely available for use with analogue movie formats and to a lesser extent, home video game consoles.

The format produces four audio channels (Left Front, Right Front, Centre and a single rear surround channel), but they're not discrete. The channels are extracted using a specially encoded signal that runs across the existing two stereo (red and white) RCA cables that were in use with a lot of customer audio equipment of this era.

To access 4.0 surround (i.e., four channels), the user would need an AV amplifier capable of decoding and separating the regular stereo outputs to produce the pseudo-surround sound effect. Discrete left and right sounds still go to the Front Left and Front Right speakers, as per normal Stereo. However, the processor uses one of the front channels to carry a mono rear channel on its inverted phase - there maybe be two or more Rear surround speakers, the mono sound is played equally between them all at the same time. The other front channel is used to carry a centre channel on its inverted phase.

If the user’s amplifier could send audio signals below a certain frequency to a subwoofer (using a low-pass filter), the user also could access 4.1 surround. A setup like this would also be backwards-compatible with older formats – if the user had a regular 2.0 stereo setup, the Left and Right signals would play as normal, and if the console was plugged into an older CRT with a mono speaker, all the audio would be routed into that single channel. In short, the user gets a centre, a front left and right and mono rear.

Dolby Pro Logic 1 1987 While Dolby Surround added a mono surround channel to the usual front left and front right - this was improved with Dolby Pro Logic 1, which added a centre channel, and used a more advanced algorithm to extract the extra channels, as well as improving the movement and discreteness between them. Note: *** Did Dolby Surround or Dolby Pro Logic 1 introduce the centre channel? TBC *** Also TBC - did any consoles explicitly support Pro Logic 1, or for our purposes, does Dolby Surround = Dolby Pro Logic 1?
QSound 1991 QSound is a matrix multichannel encoding that applies 3D processing to a stereo mix, providing greater separation between sound sources in a 2.0 setup (i.e. the stereo field is wider than normal). According to Andrew Elmore (medium.com), QSound is utilised on several PlayStation games and is the only 3D audio option employed on the Sega Mega CD, Saturn, and Dreamcast. No official multi-channel surround sound options available on Sega platforms, with the exception of the NHL 2K games on Dreamcast. (citation needed).
Roland Surround Space 1991 A 3D "sound space" technology created by Roland Corporation (similar to QSound), which attempts to create a "3D sound" using regular stereo speakers. It does not use speakers which "surround" the user, but attempts to direct sound around the room to give the illusion of depth. RSS was used in some video games of the early 1990s, but failed to match the support of QSound or Dolby Surround (which in turn were only supported by a small fraction of the market). From a Sega perspective, it was mainly seen in Mega LD games. (citation needed)
Dolby Digital (originally Dolby Stereo Digital) 1992 As technology progressed, it became easier to record multi-channel sound natively. Dolby Digital featured 6 discrete channels of audio in the ubiquitous 5.1 setup (5 speakers, 1 subwoofer). The first video game system to have real-time 5.1 Dolby Digital encoding was the original Xbox in 2001.
DTS 1993
Dolby Pro Logic 2 2000 Similar to Pro Logic 1 but with the addition of stereo surround channels. Better processing is taking place that tells the surround channels how to steer the sound around the user. Pro Logic II systems also feature a mode designed specifically for video gaming, and was frequently used in game titles for Sony's PlayStation 2, Nintendo's GameCube and Wii as an alternative to digital surround formats such as Dolby Digital, or DTS. Game mode is similar to Movie mode, except it redirects more bass to the LFE channel. (link)
Dolby Pro Logic IIx 2003 Can take two-channel stereo, Dolby Surround, and Dolby Digital 5.1 source material and then upscale it to 6.1 or 7.1 channel surround sound. ?
Dolby TrueHD 2006 Continued improvement to the number of channels as well as maximum bit-rate and sample-rate. (confirm!) Unlike most audio formats, Dolby TrueHD is 100 percent lossless. This means that what you hear is bit-for-bit identical to the master recording. Confirmed to be supported by PS3 (more details TBC)
LPCM (Linear Pulse Code Modulation) 1972 (be more specific) Not a brand of sound format - LPCM refers to raw, uncompressed sound data. LPCM can support any number of potential audio channels, from mono upwards. The PlayStation 3 was first console to offer real-time 7.1 LPCM as an option for sound. Any modern AVR or pre-amp should be able to process these signals, but LPCM cannot be used for object-based sound.
DTS:HD 2006 -
Dolby Pro Logic IIz 2009 Expands on Pro Logic IIx with the addition of a height component, creating front height channels above the front left and right speakers, expanding a 5.1 or 7.1 system to 7.1 Height or 9.1. It identifies spatial cues in low-level, uncorrelated information, such as ambience and effects like rain or wind in the side and rear surround channels, and directs it to the front height speakers. The channels it adds are matrixed, not discrete. (link) ?
Dolby Atmos 2012 Dolby Atmos supports up to 128 audio objects (i.e. sounds) that are independent of a channel assignment. Sounds can be created independently and mapped to an exact specific location. The user can hear a spatially-accurate sound effect, no matter where they are sitting in the room. Dolby Atmos can use up to 24 independent speaker locations plus a subwoofer, and typically uses overhead speakers. The first console to have Dolby Atmos enabled (via a downloadable app) was the XBox One (more detail TBC)
DTS:X 2016 - -

First generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Magnavox Odyssey Magnavox Odyssey.png 1972 None N/A N/A The console cannot generate audio.
Magnavox Odyssey 100 S-l1600.jpg 1975 Piezzo beeper (Built-in speaker) Mono 1.0 The console didn't send audio to the tv, instead using an internal piezzo beeper which emitted primitive action sounds through a built-in speaker - for example, a "blip" when the tennis ball is hit by a player's paddle, or when the hockey puck hits the borders of the playing area.
Magnavox Odyssey 200 S-l1600 (1).jpg 1975 Piezzo beeper (Built-in speaker) Mono 1.0 The console's piezo beeper operated in the same manner as the Odyssey 100. The Odyssey 200 added an extra game called SMASH (i.e. squash); the buzzer would bleep whenever the ball hit the front "wall".
Magnavox Odyssey 300 Odyssey-300.jpg 1976 G.I. AY-3-8500 chip (Built-in speaker) Mono 1.0 As before, during play, a different audio tone (little more than a few bleeps and bloops) is generated each time the ball hits a player, a wall, or a point is scored. No provisions are made to turn the sound on or off, which emanates from a speaker in the Odyssey console itself.
Magnavox Odyssey 400 S-l1600 (2).jpg 1976 ? Mono 1.0 ?
Magnavox Odyssey 500 Odyssey500.jpg 1976 ? Mono 1.0 ?
Magnavox Odyssey 4305 Odyssey 4305 (1 of 8).JPG 1976/1977 ? Mono 1.0 The Odyssey 4305 is a 19” television (based on the chassis of the Magnavox T991 television) but with a built-in Odyssey. As with most CRTs of this era, the sound was an analog signal produced from small speakers installed inside the chassis. It produced sound in mono and action sounds were similar to other Odyssey series consoles.
Magnavox Odyssey 2000 Magnavox-Odyssey-2000-FL.jpg 1977 ? Mono 1.0 ?
Magnavox Odyssey 3000 Magnavox Odyssey 3000.jpg 1977 ? Mono 1.0 ?
Magnavox Odyssey 4000 Magnavox Odyssey 4000.jpg 1977 ? Mono 1.0 ?
Philips Odyssey 200 Philips ODYSSEY200 Konsole.jpg 1976 (released concurrently with U.S. Odyssey 200) ? Mono 1.0 ?
Philips Odyssey 2001 Philips Odyssey 2001.png 1977 ? Mono 1.0 ?
Philips Odyssey 2100 Philips Odyssey 2100.jpg 1978 ? Mono 1.0 ?
TV Tennis Electrotennis (Epoch) TV Tennis Electrotennis.jpg 1975 ? Mono 1.0 ?
Atari Home Pong (Model C-100) S-l1600 (3).jpg 1976 ? Mono 1.0 ?
Atari Super Pong (Model C-140) S-l1600 (4).jpg 1976 ? Mono 1.0 The console had a speaker built into the main unit, that could output a simple "bloop" noise every time the ball was hit.
Coleco Telstar ColecoTelstar.jpg 1976 ? Mono 1.0 ?
Coleco Telstar Classic Coleco Telstar Classic (1976) 2.jpg 1976 ? Mono. 1.0 ?
Coleco Telstar Deluxe (AKA World of Sports) Coleco Telstar Deluxe.jpg 1977 ? Mono 1.0 ?
Coleco Telstar Ranger S-l1600 (5).jpg 1977 ? Mono 1.0 ?
Coleco Telstar Alpha Coleco Telstar Alpha.jpg 1977 ? Mono 1.0 ?
Coleco Telstar Colormatic Coleco Telstar Colormatic.jpg 1977 ? Mono 1.0 ?
Coleco Telstar Regent Coleco Telstar Regent.jpg 1977 ? Mono 1.0 ?
Coleco Telstar Sportsman TBC 1978 ? Mono 1.0 ?
Coleco Telstar Combat! Telstar Combat.jpg 1977 ? Mono 1.0 ?
Coleco Telstar Colortron Coleco-Telstar-Colortron.jpg 1978 ? Mono 1.0 ?
Coleco Telstar Marksman Coleco Telstar Marksman Tietokonemuseo.jpg 1978 ? Mono 1.0 ?
Coleco Telstar Galaxy Coleco-Telstar-Gemini-power.jpeg 1977 ? Mono 1.0 ?
Coleco Telstar Gemini Coleco-Telstar-Gemini-power.jpeg 1977 ? Mono 1.0 ?
Coleco Telstar Arcade Coleco-Telstar-Arcade-Pongside-L.jpg 1977 ? Mono 1.0 ?
Nintendo Color TV - Game 6 Nintendo-Color-TV-Game-Blockbreaker-FL.jpg 1977 ? Mono 1.0 ?

Second generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Atari 2600 Atari-2600.png 1977 Atari TIA

Mono (Stock)

Stereo (Modded)

1.0 "Stereo" mods exist which split the TIA's two audio channels into left and right audio
Magnavox Odyssey 2 Magnavox-Odyssey-2-Console-Set.jpg 1978 Intel 8244 Mono 1.0 ?
Philips Videopac G7000 (European release of Odyssey 2) Videopac-pete-screen-800px.jpg 1978 Intel 8245 Mono 1.0 ?
Mattel Intellivision File:Intellivision-Console-Set.jpg 1979 General Instruments AY-3-8914 Mono 1.0 ?
Mattel Intellivision II File:Intellivision-II-Console-Set.jpg 1983 General Instruments AY-3-8914 Mono 1.0 ?
Coleco ColecoVision ColecoVision-wController-L.jpg 1982 Texas Instruments SN76489AN

Mono (Stock)

Stereo (Modded)

1.0 ?
Atari 5200 (Four controller port model) * Atari-5200.png 1982 Atari POKEY Mono 1.0 ?
Atari 5200 (Two controller port model) * Atari-5200.png 1983 Atari POKEY Mono 1.0 ?
GCE/MB Vectrex Vectrex-Console-Set.jpg 1982 General Instruments AY-3-8912

Mono (Stock)

Stereo (Modded)

1.0 (Stock)

2.0 (Modded)

Vectrex uses a General Instruments AY-3-8912 sound chip to deliver surprisingly good music and sound effects, as well as limited voice synthesis, via a 3-inch built-in paper cone speaker. A mod is available to add compatibility with external stereo speakers.


Third generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Nintendo Entertainment System (US) NES.png 1985 Ricoh 2A03 Mono 1.0 "Stereo" mods exist, but these simply divide some of the 2A03's audio channels between left and right.
Nintendo Entertainment System (PAL) Neseuropean version.jpg 1986 Ricoh 2A07 Mono 1.0 "Stereo" mods exist, but these simply divide some of the 2A03's audio channels between left and right.
Famicom Famicom.png 1983 Ricoh 2A03 Mono 1.0 "Stereo" mods exist, but these simply divide some of the 2A03's audio channels between left and right.
Famicom Disk System DiskSystem.png 1986 Ricoh 2C33 Mono 1.0 The Famicom Disk System generates an extra wavetable audio channel which is mixed in with the Famicom's internal audio
Twin Famicom TurboTwinFamicom.png 1986 Ricoh 2A03 + Ricoh 2C33 Mono 1.0 ?
Sega SG-1000 SG-1000.png 1983 Texas Instruments SN76489AN Mono 1.0 ?
Sega SG-1000 II SG-1000II.png 1984 Texas Instruments SN76489AN (early revision)
Sega 315-5066 (later revision)
Mono 1.0 ?
Sega Mark III MarkIII.png 1985 Sega 315-5124 Mono 1.0 ?
Sega Master System SMS.png 1986 Sega 315-5124 Mono 1.0 ?
Atari 7800 Atari-7800.png 1986 Atari TIA Mono 1.0 "Stereo" mods exist which split the TIA's two audio channels between left and right audio
Casio PV-1000 Casio-PV1000-Console-Set.jpg 1983 NEC D65010G031 Mono 1.0 ?
Epoch Super Cassette Vision File:Super-Cassette-Vision-Console-L.jpg 1984 NEC D1771C Mono 1.0 ?
Amstrad GX4000 Amstrad-GX4000-Console-Set.jpg 1990 Microchip Technology AY-3-8912 Mono 1.0 ?

Fourth generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
NEC TurboGrafx 16 TurboGrafx16.png 1989 Hudson HuC6280
  • Mono
  • Stereo
Stereo audio is available from the expansion port but it must be amplified. Notable as the first home console to offer stereo audio. (Citation needed)
PC Engine PC-Engine.png 1987 Hudson HuC6280
  • Mono
  • Stereo
  • Roland Surround Space (RSS)
Stereo audio is available from the expansion port but it must be amplified. There were several titles on the PC-Engine that used RSS, including Dracula X and Ys IV. (Link)
NEC PC Engine CD PCEngineCDROM.jpg 1988 OKI M5205 (ADPCM)
Red Book CD audio
  • Mono
  • Stereo
?
NEC TurboGrafx-CD * TurboGrafxCD.png 1989 OKI M5205 (ADPCM)
Red Book CD audio
  • Mono
  • Stereo
?
NEC SuperGrafx SuperGrafx.png 1989 Hudson HuC6280
  • Mono
  • Stereo
?
NEC TurboExpress/PC Engine GT TurboExpress.png 1990 Hudson HuC6280
  • Mono
  • Stereo
The system only has a single speaker but stereo out is available from the headphone jack
NEC TurboDuo/PC Engine Duo TurboDuo.png 1991 Hudson HuC6280
Oki M5205 (ADPCM)
Red Book CD audio
  • Mono
  • Stereo
?
NEC Super CD-ROM2 SuperCDROM2.jpg 1991 Oki M5205 (ADPCM)
Red Book CD audio
  • Mono
  • Stereo
?
NEC PC Engine LT PC Engine LT.jpg 1991 Hudson HuC6280
  • Mono
  • Stereo
The system only has a single speaker but stereo out is available from the headphone jack
NEC PC Engine Duo-R/Duo-RX DuoR.png 1993 Hudson HuC6280
Oki M5205 (ADPCM)
Red Book CD audio
  • Mono
  • Stereo
?
Sega Genesis (model 1) Genesismodel1.jpg 1989 Yamaha YM2612 (FM + PCM)
Sega VDP (PSG)
  • Mono
  • Stereo
The AV connector only has mono out but stereo out is available from the headphone jack
Sega Mega Drive (model 1) Genesis Model 1.png 1988 Yamaha YM2612 (FM + PCM)
Sega VDP (PSG)
  • Mono
  • Stereo
The AV connector only has mono out but stereo out is available from the headphone jack
Sega Genesis (model 2) Genesis Model 2.png 1994 Yamaha YM3438 core (FM + PCM)
Sega VDP (PSG)
  • Mono
  • Stereo
?
Sega Genesis 3 Genesis Model 3.png 1998 Yamaha YM3438 core (FM + PCM)
Sega VDP (PSG)
  • Mono
  • Stereo (with mod)
Can be modified for stereo sound
Sega Mega Jet Sega mega jet.jpg 1994 Yamaha YM3438 core (FM + PCM)
Sega VDP (PSG)
  • Mono
  • Stereo
?
Sega Genesis Nomad Sega Nomad.png 1995 Yamaha YM3438 core (FM + PCM)
Sega VDP (PSG)
  • Mono
  • Stereo
The system only has a single speaker but stereo out is available from the headphone jack and AV out
Sega Mega CD File:SEGA CD.jpg 1991 Ricoh RF5C164
  • Mono
  • Stereo
  • Roland Sound Space (RSS)
'Snatcher' and 'Shadow of the Beast 2' confirmed to support RSS. (Link)
Sega 32X Sega 32X.png 1994 Sega 315-5818
  • Mono
  • Stereo
  • QSound
?
Sega/Victor Wondermega RG-M1 Wondermega.jpg 1992 ?
  • Mono
  • Stereo
?
Sega CDX Sega CDX.png 1994 ?
  • Mono
  • Stereo
?
JVC X'Eye/Victor Wondermega RG-M2 Wondermega rG-M2.jpg 1993 ?
  • Mono
  • Stereo
?
Sega Game Gear * Game Gear.png 1990 ?
  • Mono
  • Stereo
The system only has a single speaker but stereo out is available from the headphone jack
Nintendo Game Boy Game Boy.png 1989 Sharp LR35902
  • Mono
  • Stereo
The system only has a single speaker but stereo out is available from the headphone jack
Nintendo Game Boy Pocket Game Boy Pocket.png 1996 CPU MGB
  • Mono
  • Stereo
The system only has a single speaker but stereo out is available from the headphone jack
Super Nintendo (US) SNES.png 1991 ?
  • Mono
  • Stereo
  • Dolby Surround
Super Famicom * Super Famicom.png 1990 ?
  • Mono
  • Stereo
  • Dolby Surround
?
Super Nintendo (PAL) * SNES Jr Europe.png 1992 ?
  • Mono
  • Stereo
  • Dolby Surround
?
SNK Neo Geo AES * Neo-Geo-AES-Console-Set.png 1990 Yamaha YM2610
  • Mono
  • Stereo
The AV connector only has mono out but stereo out is available from the headphone jack
SNK Neo Geo CD Neo-Geo-CD-TopLoader-wController-FL.png 1994 Yamaha YM2610 + Red Book CD audio
  • Mono
  • Stereo
?
Pioneer LaserActive LaserActive.png 1993 ?
  • Mono
  • Stereo
  • Roland Sound Space (RSS)
?

Fifth generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Commodore Amiga CD32 Amiga-CD32-wController-L.jpg 1993 Commodore Paula
Red Book CD audio
  • Mono
  • Stereo
  • Roland Surround Space (RSS)
  • 4 × 8-bit PCM channels
  • Stereo audio (RCA)
  • 3.5mm headphone jack
  • RSS was used on Xenon 2 for the Amiga CDTV and CD32 (Link)
Panasonic 3DO Panasonic 3DO FZ-1.png 1993 ?
  • Mono
  • Stereo
  • Dolby Surround
  • 16-bit stereo sound
  • Stereo CDDA playback.
  • 44.1 kHz sound sampling rate
  • Supports 4-Channel Dolby Surround sound
  • Custom 20-bit digital signal processor (DSP) – 20-bit accumulator with 16-bit parameter registers for extended precision, embedded in the CLIO chip.
  • 13 DMA channels of digital input, to be sampled, and distorted by the DSP.
Atari Jaguar * Atari-Jaguar.png 1993 Motorola SC414201FT/Atari Jerry
  • Mono
  • Stereo
  • CD-quality sound (16-bit stereo)
  • Number of sound channels limited by software
  • Two DACs (stereo) convert digital data to analog sound signals
  • Full stereo capabilities
Atari Jaguar CD * Atari-Jaguar-CD-wPro-Controller.jpg 1995 Red Book CD audio ? ? ?
Bandai Playdia * Bandai-Playdia-Set-R.jpg 1994 Asahi Kasei AK8000
Red Book CD audio
  • Mono
  • Stereo
The console has a standard red/white right/left audio output socket and yellow composite video output (Source: Adam Koralik - Bandai Playdia - Fifth VideoGame Generation Recap)
Sega Saturn Saturn Model 1.png 1994 Yamaha YMF292/Sega 315-5687
Red Book CD audio
  • Mono
  • Stereo
  • QSound
  • Dolby Surround
?
Sony PlayStation PS1.png 1994 Sony SPU
Red Book CD audio
  • Mono
  • Stereo
  • Dolby Surround
?
Sony PSone PSOne.png 2000 Sony SPU
Red Book CD audio
? ? ?
NEC PC-FX PC-FX-Console-Set.jpg 1994 Hudson HuC6230
Red Book CD audio
  • Mono
  • Stereo
16-Bit Stereo with 2 ADPCM channels and 6 sample channels at 44.1kHz.
Casio Loopy Casio-Loopy-Console-Set.jpg 1995 ?
  • Mono
  • Stereo
The console has a standard red/white right/left audio output socket and yellow composite video output (Source: Adam Koralik - Casio Loopy - Fifth VideoGame Generation Recap) Mono accessed via Left/white output.
Apple Pippin Bandai-Apple-Pippin-Console-FL.jpg 1996 ?
  • Mono
  • Stereo
RCA composite left/right stereo, 16-bit 44 kHz sampled, and headphone output jack
Nintendo 64 N64.png 1996 Nintendo RCP-NUS
  • Mono
  • Stereo
  • Dolby Surround
TBC - Dolby surround confirmed with Ocarina of Time and unreleased Dinosaur Planet http://archive.thegia.com/n64/dino/dino.html

Sixth generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Game Boy Advance Game Boy Advance.png 2001 ?
  • Mono
  • Stereo
The system only has a mono speaker but stereo out is available from the headphone jack
Game Boy Advance SP Game Boy Advance SP.png 2003 ?
  • Mono
  • Stereo
The system only has a mono speaker but stereo out is available from the headphone/charging connector
Game Boy Micro Game Boy Micro.png 2005 ?
  • Mono
  • Stereo
The system only has a mono speaker but stereo out is available from the headphone jack
Sega Dreamcast Dreamcast.png 1998 ?
  • Mono
  • Stereo
  • QSound
  • Dolby Surround
?
Sony PlayStation 2 (original) PS2.png 2000 ?
  • Mono
  • Stereo
  • Dolby Pro Logic II
  • DTS Interactive
The PlayStation 2 was the first game console to output digital audio, in this case via an optical connector
Sony PlayStation 2 (slim, SCPH-7xxxx) PS2 Slim.png 2004 ?
  • Mono
  • Stereo
  • Dolby Pro Logic II
  • DTS Interactive
?
Sony PlayStation 2 (slim, SCPH-9000x) PS2 Slim 2.png 2007 ?
  • Mono
  • Stereo
  • Dolby Pro Logic II
  • DTS Interactive
?
VM Labs Nuon Samsung Nuon N2000.png 2000 ?
  • Mono
  • Stereo
32-megabyte 8-bit Fast Page DRAM at 33 MHz, 512-kilobytes sound RAM and 24-kilobytes programmable ROM
Microsoft Xbox Xbox.png 2001 ?
  • Mono
  • Stereo
  • Dolby Pro Logic II
  • Dolby Digital / AC3
Digital output only officially available with certain cables
Nintendo GameCube GameCube.png Panasonic Q.png 2001 ?
  • Mono
  • Stereo
  • Dolby Pro Logic II
Panasonic Q version of the Gamecube may have been the first console in history to support the native use of subwoofers, mainly for DVD playback as opposed to in-game use. Digital audio available from digital output (but not officially used).

Seventh generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Nintendo DS series incl. DSi DS.png 2004 ?
  • Stereo
  • Headphone
  • Surround
Most titles with sound options have said choices for simulated surround. A few others have a forced mono option instead.
Sony PSP (except N1000/Go) PSP-1000.png 2004 ? ? ? Most PSP software only offers plain stereo (except for the XMB's media player, which offers EQ presets available by short pressing the "sound" key only with external phones/speakers). PSP E1000/Street has a single mono speaker. PS1 software keeps original sound capabilities.
Sony PSP-N1000 series (Go) PSP-Go.png 2009 ? ? ? First console to support Bluetooth for general purpose audio output.
Nintendo Wii Wii.png 2006 ?
  • Mono
  • Stereo
  • Surround (Dolby Pro Logic 2)
?
Microsoft Xbox 360 series Xbox 360.png 2005 ?
  • Analog stereo
  • Stereo LPCM (TOSLINK and HDMI)
  • Dolby Digital 5.1 (TOSLINK and HDMI)
  • Dolby Digital with WMA pro (TOSLINK and HDMI)
Fat models require a suitable video cable for optical audio, Slims (S) also have Toslink built in, while Superslims (E) don't offer it at all.
Microsoft Xbox 360 E Xbox 360 E.png 2013 ?
  • Mono
  • Stereo
?
Sony PlayStation 3 PS3-Fat.png 2006 ?
  • Mono
  • Stereo
  • LPCM
Audio output formats

A/V-Multi Analog stereo TOSLINK LPCM 2ch 44.1 kHz, 48 kHz, 88 kHz, 176.4 kHz Dolby Digital 5.1 DTS 5.1 AAC HDMI LPCM 2ch, 5.1ch, 7.1ch 44.1 kHz, 48 kHz, 88 kHz, 96 kHz, 176.4 kHz, 192 kHz DTS-HD Master Audio Bitstream (slim models only)* Dolby TrueHD Bitstream (slim models only)* Dolby Digital 5.1 DTS 5.1 AAC \*All models can decode Dolby TrueHD and as of firmware 2.30 DTS-HD Master Audio, to be output as LPCM. Output of the raw undecoded stream is limited to slim models.[6]

Eighth generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Nintendo 3DS/2DS Series incl. New 3DS.png 2011 ?
  • Mono
  • Stereo
  • Surround
"Surround" is simulated 3D sound. O2DS has mono speaker.
Sony PS Vita Vita.png 2011 ?
  • Stereo speakers
  • Microphone
  • 3.5 mm headphone jack,
  • Bluetooth
? ?
Sony PS Vita TV PSTV.png 2013 ?
  • 2 channel LPCM
? ?
Nintendo Wii U Wii U.png 2012 ?
  • Mono
  • Stereo
  • 5.1 linear PCM
  • Analog stereo
?
Sony PlayStation 4 (original) PS4.png 2013 ?
  • Mono
  • Stereo
?
Sony PlayStation 4 (slim) PS4 Slim.png 2016 ?
  • Mono
  • Stereo
The optical audio port was removed on the PS4 slim models.
Sony PlayStation 4 Pro PS4 Pro.png 2016 ?
  • Mono
  • Stereo
  • Dolby Digital
  • DTS
When setting your console up, as you’ll need to change it to set your sound from the standard PCM to bitstreaming Dolby Digital or DTS. The PS4 Pro also only supports Dolby Atmos for compatible Blu-ray movies, it does not support Atmos for games.
Microsoft Xbox One Xbox One.png 2013 ?
  • Mono
  • Stereo
  • 7.1 surround sound
  • Dolby Atmos
  • DTS:X
Microsoft Xbox One S Xbox One S.png 2016 ?
  • Mono
  • Stereo
  • 5.1
  • 7.1 surround sound
  • Dolby Atmos
  • DTS:X
Microsoft Xbox One X Xbox One X.png 2017 ?
  • Mono
  • Stereo
  • 5.1
  • 7.1 surround sound
  • Dolby Atmos
  • DTS:X
Nintendo Switch Switch.png 2017 ?
  • Undocked: Linear PCM 2.0 ch stereo speakers (with pseudo-surround)
  • Docked: Linear PCM 5.1 ch
?

Ninth generation of consoles

Console Pictures Year of Release Audio Hardware Supported Audio Formats Supported Speaker Layouts Notes
Sony PlayStation 5 PS5.png 2020 Tempest Engine audio chip
  • Mono
  • Stereo
  • Custom Tempest Engine 3D Audio
  • Dolby Atmos & DTS:X (Blu-ray video & UHD Blu-ray video)
  • 7.1 surround sound
The PS5 does not support Dolby Atmos, instead using Sony's tempest engine, which does not support high channel speakers.
Microsoft Xbox Series S Xbox Series S.png 2020 CFPU2 processor/ MOVAD Opus decoder / Logan audio engine
  • Mono
  • Stereo
  • Custom Project Acoustics 3D Audio
  • Dolby Atmos
  • DTS:X
  • 7.1 surround sound
The Xbox Series X and Xbox Series S are the first consoles ever to enable gaming in both Dolby Vision and Dolby Atmos.
Microsoft Xbox Series X Xbox Series X.png 2020 CFPU2 processor/ MOVAD Opus decoder / Logan audio engine
  • Mono
  • Stereo
  • Custom Project Acoustics 3D Audio
  • Dolby Atmos
  • DTS:X
  • 7.1 surround sound
The Xbox Series X and Xbox Series S are the first consoles ever to enable gaming in both Dolby Vision and Dolby Atmos.

References