Reference · Sound Hardware

Which chip made which machine?

Eight Japanese consoles, eight different answers to the same question: how do you make music come out of a machine that was never designed for music? Here they are in one table — the chip, how many voices it had, and what it actually sounds like.

Console Sound chip Channels Console year
Famicom Ricoh 2A03 5 1983
PC Engine Hudson Soft HuC6280 6 1987
Mega Drive Yamaha YM2612 + SN76489 10 1988
Game Boy DMG-CPU (built-in APU) 4 1989
Super Famicom Sony SPC700 8 1990
Neo Geo Yamaha YM2610 14 (4 FM + 3 SSG + 6 ADPCM-A + 1 ADPCM-B) 1990
Sega Saturn Yamaha SCSP (YMF292) 32 voices 1994
PlayStation Sony SPU (CXD2922) 24 voices 1994

What each one sounds like

Famicom Ricoh 2A03
Five voices and no bass instrument. Hear it →
PC Engine Hudson Soft HuC6280
Six identical wave-memory channels. The composer draws the waveform, so no voice is fixed in advance. Hear it →
Mega Drive Yamaha YM2612 + SN76489
FM synthesis, generated live. Its famous grit is a flaw in the output stage. Hear it →
Game Boy DMG-CPU (built-in APU)
Four channels inside the processor itself, heard through one small speaker in a quiet room. Hear it →
Super Famicom Sony SPC700
Recorded samples with a built-in echo — and 64KB of dedicated memory to fit an orchestra into. Hear it →
Neo Geo Yamaha YM2610
The arcade board itself, at home. No scaled-down version of the audio was ever made. Hear it →
Sega Saturn Yamaha SCSP (YMF292)
Full 16-bit samples and FM synthesis on one chip. Hear it →
PlayStation Sony SPU (CXD2922)
One reverb unit shared by all 24 voices. Hear it →

Channel count is not the story

Read downward, the table looks like a ranking: five voices in 1983, thirty-two by 1994. The music does not follow it. The Famicom’s five channels carried melodies people still hum forty years later, written by composers who had no bass instrument and worked around its absence until the workaround became the style.

Common questions

Which sound chip did each retro console use?
Famicom: Ricoh 2A03 (5 channels, 1983). PC Engine: Hudson Soft HuC6280 (6, 1987). Mega Drive: Yamaha YM2612 with SN76489 (10, 1988). Game Boy: the DMG-CPU’s built-in APU (4, 1989). Super Famicom: Sony SPC700 (8, 1990). Neo Geo: Yamaha YM2610 — 4 FM, 3 SSG, 6 ADPCM-A and 1 ADPCM-B, 14 in total (1990; the chip itself had been in arcade use since 1987). Sega Saturn: Yamaha SCSP / YMF292 (32 voices, 1994). PlayStation: Sony SPU / CXD2922 (24 voices, 1994).
Why do consoles from the same years sound so different?
Because the chips solve the problem in different ways. The Mega Drive’s YM2612 generates tones live through FM synthesis. The Super Famicom’s SPC700 plays back recorded samples from a fixed 64KB of memory. The PC Engine’s HuC6280 lets the composer draw the waveform. Same era, three unrelated answers.
Which console had the most sound channels?
Of these eight, the Sega Saturn — 32 voices from its Yamaha SCSP (1994). The PlayStation followed with 24, the Neo Geo carried 14 across FM, SSG and ADPCM, and the Mega Drive had 10.
Is the Mega Drive’s distorted sound a defect?
Yes, literally. The YM2612’s output circuit added a rough texture to quiet signals. Emulation developers later nicknamed the glitch the "ladder effect", after the step-like shape it traces on a waveform graph — not because of anything ladder-shaped inside the chip. It was never intended.

Related