Difference between revisions of "6581"

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(parts moved from SID - Recording Guide, seems better here?)
m (PCM trick isn't a fourth channel. It's technically not even supposed to be one. it's just a volume register, which when used as PCM mixes its input onto the other three channels, not as a separate oscillator.)
 
(13 intermediate revisions by 5 users not shown)
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  | Image    = 8580R5 4091 - On Board.jpg
 
  | Image    = 8580R5 4091 - On Board.jpg
 
  | Developer = [[Commodore]]
 
  | Developer = [[Commodore]]
  | Released  = 1982-08-??
+
  | Released  = 1982-01-??
 
  | Type      = Chip
 
  | Type      = Chip
  | Channels  = 1.) Triangle Wave, Sawtooth Wave, Pulse Wave, Combined Wave or White Noise<br />2.) Triangle Wave, Sawtooth Wave, Pulse Wave, Combined Wave or White Noise<br />3.) Triangle Wave, Sawtooth Wave, Pulse Wave, Combined Wave or White Noise<br />4.) PCM
+
  | Channels  = 1.) Variable Wave or White Noise<br />2.) Variable Wave or White Noise<br />3.) Variable Wave or White Noise
 
}}
 
}}
  
The '''''Sound Interface Device (SID)''''' is an analog synthesizer chip designed by Robert "Bob" Yannes for the [[Commodore 64]] computer. It came in two ''models'', 6581 and 8580.
+
The '''''Sound Interface Device (SID)''''' is an analog synthesizer chip designed as part of the [[Commodore 64]] 8-bit home computer. It came in two ''models'', '''''6581''''' and '''''8580'''''.
  
On each of the 3 voices, you can choose
+
Aged 24, [[Bob Yannes]] was tasked with designing a sound chip, with a given size, in only four or five months up to November 1981. Finding the [[AY-3-8914]] and [[POKEY]] chips unmusical, he took inspiration from professional synthesizers and fulfilled 70% of his own wish list. Unfortunately, the schedule left serious bugs and inconsistencies.
* pitch up to 3848 Hz (A♯7),
 
* [[Sound Wave#Envelopes|ADSR]], and
 
* waveform: [[Sound Wave#Triangle Wave|triangle]], [[Sound Wave#Sawtooth Wave|sawtooth]], [[Sound Wave#Pulse Wave|pulse]], [[Sound Wave#White Noise|noise]], or combinations of the first three (though with differences per model). The combined triangle and pulse wave resembles a guitar or slap bass. The duty cycle of each pulse-based wave can be set with a precision of 0.0244140625%, [https://en.wikipedia.org/wiki/Ring_modulation ring modulation] added to triangle-based waves, and [https://en.wikipedia.org/wiki/Hard_sync#Hard_Sync Hard Sync] to any wave. Percussion was initially made using one plain noise, but from 1985 to 1987, [[Rob Hubbard]] and [[We M.U.S.I.C.]] pioneered rapidly switching waveform for more thumping percussion.
 
  
One single [[Sound Wave#Filters|low-pass, band-pass, high-pass or band-reject filter]] can be applied to any combination of voices. A resonance from 0 to 15 and a cutoff frequency from 0 to 2047 can be chosen. Unfortunately, these values are not in any standard like Hz; worse even, they vary with every SID chip and even every computer it is socketed on. As a result, gamers often heard sections muffled or louder than intended. Most composers, including [[Rob Hubbard]], [[Martin Galway]], [[Chris Hülsbeck]], [[Jeroen Tel]] and even Yannes expressed their concern in interviews, and some, like [[Ben Daglish]], [[Fred Gray]] and [[Chris Grigg]], used the filter very sparingly or purposely avoided it. A very few games allow the gamer to alter the games' filter settings.
+
A single SID chip outputs mono. Stereo requires multiple chips. Besides audio, SID also tracks movements of connected mice or paddles. Channel 3 was sometimes sacrified as a random number generator or timer, so if you remove the sound chip from a Commodore computer, some games may become dull.
  
Both SID models can play samples in different ways, unforgettably the speech in ''Impossible Mission (C64)''. However, samples are always very CPU-intensive, 6000 Hz on average and usually limited to title screens.
+
==Channels==
 +
On each of three channels, you can choose:
 +
* '''Pitch''' up to 3848 Hz (A♯7) in 65536 steps of 0.06. This precision, especially in higher pitches, was new at the time.
 +
* [[Sound Wave#Envelopes|'''ADSR''']]. Due to aforementioned bugs, sometimes notes are slightly out of beat. The volume cannot be directly set, which [[Charles Callet]] criticized.
 +
* '''Waveform''': [[Sound Wave#Triangle Wave|triangle]], [[Sound Wave#Sawtooth Wave|sawtooth]], [[Sound Wave#Pulse Wave|pulse]], [[Sound Wave#White Noise|white noise]], or combinations of the first three (with differences per model).
 +
** '''Pulse width''' of each pulse-based wave in 4096 steps of 0.0244140625%.
 +
** Whether to use [[Sound Wave#Ring Modulation|'''ring modulation''']] on triangle-based waves.
 +
** Whether to use [[Sound Wave#Hard Sync|'''Hard Sync''']].
 +
* Whether to use the single [[Sound Wave#Filters|'''filter''']].
  
Besides sound, SID also provides the potentiometers of connected mice or paddles. The current output of voice 3 can be read back: Noise was often used as random number generator, and the ADSR output was sometimes written back to a modulatable register, usually the cutoff frequency.
+
On the filter, you can choose cutoff frequency, resonance, and combine low-, band-, and high-pass. Unfortunately, the result varies with every SID chip and even every computer it is socketed on, hence gamers often heard sections muffled or louder than intended. Most composers, including [[Rob Hubbard]], [[Martin Galway]], [[Chris Hülsbeck]], [[Jeroen Tel]] and Yannes expressed their concern in interviews, and some, like [[Ben Daglish]] and [[Chris Grigg]], used the filter very sparingly or purposely avoided it. A very few games allow the gamer to alter the games' filter settings.
 +
 
 +
Both SID models can play samples in different ways, most famously the speech in ''Impossible Mission (C64)''. However, samples are always very CPU-intensive, so they rarely saw use in gameplay.
  
 
==Versions==
 
==Versions==
 +
People still argue which SID model sounds better. Both require different voltages and can be destroyed if you socket them into the wrong Commodore model.
 +
 
===6581===
 
===6581===
The slap bass sounds thin, and the other combined waves very quiet.
+
The original SID was developed under intense time pressure, using a limited manufacturing process. Dated from 1982 to early 1991, these chips feature the following bugs:
 
+
# As detailed above, the filter sounds different on every 6581 chip.
Changing SID's master volume and toggling the filter produce a click; the greater the change, the louder. A very few programmers worked around it by changing the volume gradually rather than at once. On the upside, it allows to play 4-bit PCM samples on a 4th voice. In the late 1980s, it was very popular to play digi drums over 3 SID voices.
+
# The filter can distort certain pitches and even transpose them down an octave, especially when multiple channels are filtered.
 
+
# Changing the master volume and toggling the filter produce a click; the greater the change, the louder. On the upside, games can use clicks as a rudimentary [[Digital-to-Analog Converter|DAC]] and thus play unsigned 4-bit [[Pulse code modulation|PCM]] samples on an unofficial 4th voice. In the late 1980s, it was very popular to arrange digi drums over three SID voices.
When arrangers wanted to turn the filter off without click, they actually left it on and instead set the cutoff frequency to a bound where it made the least difference.
 
  
 
===8580===
 
===8580===
In 1986, the only major revision of SID appeared. It started prevailing in the early 1990s.
+
After Yannes left, Commodore cost-reduced their manufacturing process, which spawned the C64C and the only major revision of SID. Dated from March 1986 to August 1993, the 8580 started prevailing in the early 1990s. The 8580 is closer to Yannes' original intent and differs from the 6581 as follows:
 
+
# The filter is consistent between chips. However, some songs arranged for 6581 sound choppy on 8580. In turn, 8580 songs buzz and click on 6581.
The slap bass sounds fuller and the other combined waves much louder.
+
# The filter does not distort anymore.
 
+
# Clicks, and therewith the 4th voice, are quiet or even mute on almost all 8580s. Many users fixed this by soldering a resistor. A very few games use methods to reliably play samples ''replacing'' one of the three SID voices.
The filter has become consistent. However, the lowest possible cutoff frequency also has become mute, hence some songs arranged for 6581 sound choppy on 8580.
 
 
 
Clicks have become quiet or even mute. They can be restored by soldering a resistor, but by 1997, methods to reliably play samples replacing one of the 3 SID voices were being discovered.
 
 
 
8580 arrangers forgot about the clicks, hence some of their songs click annoyingly on 6581.
 
  
 
===Examples===
 
===Examples===
This section should demonstrate the above differences using recordings from up to 4 real C64s (labelled R2, R3, R4 and R5) by [https://www.6581-8580.com/ Stone Oakvalley's Authentic SID Collection (SOASC=)]:
+
This section demonstrates the above differences using recordings from up to 4 real C64s (labelled R2, R3, R4 and R5) by [https://www.6581-8580.com/ Stone Oakvalley's Authentic SID Collection (SOASC=)]:
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 50: Line 53:
 
  ! 8580 recording
 
  ! 8580 recording
 
  |-
 
  |-
  | Samples on the 4th voice
+
  | 4th voice
 
  | [[Title - Cobra (ZXS)#Arkanoid (C64)|Theme]]
 
  | [[Title - Cobra (ZXS)#Arkanoid (C64)|Theme]]
 
  | [[Arkanoid (C64)]]
 
  | [[Arkanoid (C64)]]
Line 56: Line 59:
 
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/055/MP3/MUSICIANS/G/Galway_Martin/Arkanoid_T001.sid_CSG8580R5.mp3 R5]
 
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/055/MP3/MUSICIANS/G/Galway_Martin/Arkanoid_T001.sid_CSG8580R5.mp3 R5]
 
  |-
 
  |-
  | Slap bass
+
  | Combined triangle and pulse wave
 
  | [[Underground - Labyrinth: The Computer Game#Labyrinth: The Computer Game (C64)|Underground]]
 
  | [[Underground - Labyrinth: The Computer Game#Labyrinth: The Computer Game (C64)|Underground]]
 
  | [[Labyrinth: The Computer Game (C64)]]
 
  | [[Labyrinth: The Computer Game (C64)]]
Line 62: Line 65:
 
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/064/MP3/GAMES/G-L/Labyrinth_T001.sid_CSG8580R5.mp3 R5]
 
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/064/MP3/GAMES/G-L/Labyrinth_T001.sid_CSG8580R5.mp3 R5]
 
  |-
 
  |-
  | Other combined waves
+
  | Combined triangle and sawtooth wave
 
  | [[Impossible Mission II Theme#Impossible Mission II (C64)|Theme]]
 
  | [[Impossible Mission II Theme#Impossible Mission II (C64)|Theme]]
 
  | [[Impossible Mission II (C64)]]
 
  | [[Impossible Mission II (C64)]]
Line 68: Line 71:
 
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/057/MP3/GAMES/G-L/Impossible_Mission_II_T001.sid_CSG8580R5.mp3 R5]
 
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/057/MP3/GAMES/G-L/Impossible_Mission_II_T001.sid_CSG8580R5.mp3 R5]
 
  |-
 
  |-
  | Filter
+
| Combined triangle and sawtooth wave
 +
| [[Sesam Song]]
 +
| [[Fire Bug (C64)]]
 +
| [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/067/MP3/GAMES/A-F/Fire_Bug_T001.sid_MOS6581R3.mp3 R3]
 +
| [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/067/MP3/GAMES/A-F/Fire_Bug_T001.sid_CSG8580R5.mp3 R5]
 +
|-
 +
  | Filter minimum
 
  | [[Main Menu - The Great Giana Sisters#The Great Giana Sisters (C64)|Main Menu]]
 
  | [[Main Menu - The Great Giana Sisters#The Great Giana Sisters (C64)|Main Menu]]
 
  | [[The Great Giana Sisters (C64)]]
 
  | [[The Great Giana Sisters (C64)]]
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/049/MP3/MUSICIANS/H/Huelsbeck_Chris/Great_Giana_Sisters_T005.sid_MOS6581R4.mp3 R4]
+
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/073/MP3/MUSICIANS/H/Huelsbeck_Chris/Great_Giana_Sisters_T005.sid_MOS6581R4.mp3 R4]
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/049/MP3/MUSICIANS/H/Huelsbeck_Chris/Great_Giana_Sisters_T005.sid_CSG8580R5.mp3 R5]
+
  | [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/073/MP3/MUSICIANS/H/Huelsbeck_Chris/Great_Giana_Sisters_T005.sid_CSG8580R5.mp3 R5]
 +
|-
 +
| Filter clicks
 +
| [[Menu - Kangarudy#Kangarudy (C64)|Menu]]
 +
| [[Kangarudy (C64)]]
 +
| [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/067/MP3/GAMES/G-L/Kangarudy_T003.sid_MOS6581R3.mp3 R3]
 +
| [http://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/067/MP3/GAMES/G-L/Kangarudy_T003.sid_CSG8580R5.mp3 R5]
 
  |}
 
  |}
  
Line 87: Line 102:
 
  | [https://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/049/MP3/MUSICIANS/G/Galway_Martin/Insects_in_Space_T001.sid_MOS6581R3.mp3 R3]
 
  | [https://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/049/MP3/MUSICIANS/G/Galway_Martin/Insects_in_Space_T001.sid_MOS6581R3.mp3 R3]
 
  |}
 
  |}
Do you hear how in the first recording, the melody has a wah-wah sound, and in the second, it almost hasn't? [[Martin Galway]] must have put some effort in the wah-wah and wanted it to be heard. It could also mean that Stone Oakvalley's R4 is closest to Galway's C128D.
+
Do you hear how in the first recording, the melody has a wah-wah sound, and in the second, it almost hasn't? [[Martin Galway]] must have put some effort in the wah-wah and wanted it to be heard. It could also mean that Stone Oakvalley's R4 is closest to Galway's Commodore 128D.
  
Sometimes, the melody itself can vanish or stick out unbearably:
+
Sometimes, the melody itself vanishes or sticks out unbearably:
 
{| class="wikitable"
 
{| class="wikitable"
 
  | [https://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/070/MP3/MUSICIANS/D/Dunn_David/Highnoon_T002.sid_MOS6581R2.mp3 R2]
 
  | [https://www.6581-8580.com/socse/dl.php?d=soasc/hvsc/070/MP3/MUSICIANS/D/Dunn_David/Highnoon_T002.sid_MOS6581R2.mp3 R2]
Line 108: Line 123:
 
! Device
 
! Device
 
! Chip
 
! Chip
 +
|-
 +
| 1982-0?-??
 +
| [[MAX MACHINE]]
 +
| 6581
 
|-
 
|-
 
| 1982-08-??
 
| 1982-08-??
 
| [[Commodore 64]]
 
| [[Commodore 64]]
 +
| 6581
 +
|-
 +
| 1983-1?-??
 +
| [[Commodore 64#SX-64|SX-64]]
 
| 6581
 
| 6581
 
|-
 
|-
Line 118: Line 141:
 
|-
 
|-
 
| 1985-??-??
 
| 1985-??-??
| [[Commodore 128|Commodore 128D]]
+
| [[Commodore 128#Commodore 128D|Commodore 128D]]
 
| 6581
 
| 6581
 
|-
 
|-
 
| 1986-??-??
 
| 1986-??-??
| [[Commodore 64|Commodore 64C]]
+
| [[Commodore 64#Commodore 64C|Commodore 64C]]
 
| 8580
 
| 8580
 
|-
 
|-
| 1986-??-??
+
| 198?-??-??
| [[Commodore 128|Commodore 128DCR]]
+
| [[Commodore 128#Commodore 128DCR|Commodore 128DCR]]
 
| 8580
 
| 8580
 
|-
 
|-
Line 132: Line 155:
 
| [[SSI 2001]]
 
| [[SSI 2001]]
 
| 6581
 
| 6581
 +
|-
 +
| 199?-??-??
 +
| [[Commodore 64#Commodore 64 Games System|Commodore 64 Games System]]
 +
| 8580
 +
|-
 +
| 1993-0?-??
 +
| [[Commodore 65]]
 +
| 2x 8580
 
|}
 
|}
  
Sometime in 1982 or 1983, [[David Thiel]] bought 6581s from [[Commodore]] and had two wired on an [[arcade]] sound board. While he was testing, [[Gottlieb]]'s buyer told him that Commodore preferred all 6581s for themselves.
+
==Games==
 +
In 1982 or 1983, [[David Thiel]] bought 6581s from [[Commodore]] and had two wired on an [[arcade]] sound board. While he was testing, [[Gottlieb]]'s buyer told him that Commodore preferred all 6581s for themselves.
 +
 
 +
==Downloads==
 +
 
 +
==Picture Gallery==
 +
<gallery>
 +
8580R5 4091 - On Board.jpg|8580 from week 40 (autumn) 1991 on board.
 +
</gallery>
  
 
==Emulation Status==
 
==Emulation Status==
To this day, the analog parts of SID are not fully researched. For example, emulators give [[Title - Bad Cat#Bad Cat (C64)|Title - Bad Cat]] unrealistic volume differences.
+
To this day, the analog parts of the 6581 model are not fully understood. For example, [[Title - Bad Cat#Bad Cat (C64)|Title - Bad Cat]] has unrealistic volume differences, and [[In the Hall of the Mountain King#The Crystals of Carus (C64)|In the Hall of the Mountain King - The Crystals of Carus]] is plain unrecognizable.
  
The most popular and accurate SID emulator is reSID (in C++ and under GPL) and used in most C64 emulators, SID players and cross-platform editors. Many of them allow to choose the clock frequency, model and filter (called bias, curve, strength or distortion). reSID is still being developed directly as part of the VICE emulator.
+
The most popular and accurate SID emulators are reSID and reSIDfp (in C++ and under GPL) and used in most C64 emulators, SID players and cross-platform editors. Many of them allow to choose the clock, model and filter. Both are still being developed and found up-to-date in the VICE emulator and [[Sidplayfp]] player.
  
 
==Links==
 
==Links==
* [http://archive.6502.org/datasheets/mos_6581_sid.pdf archive.6502.org/datasheets/mos_6581_sid.pdf] - Datasheet by Commodore from October 1982 (caution: contains incorrect information).
+
* [http://archive.6502.org/datasheets/mos_6581_sid.pdf archive.6502.org/datasheets/mos_6581_sid.pdf] - Commodore's 6581 datasheet (caution: contains incorrect information).
 +
* [http://archive.6502.org/datasheets/mos_6582_sid.pdf archive.6502.org/datasheets/mos_6582_sid.pdf] - Commodore's 8580 datasheet (caution: contains incorrect information).
 
* [https://en.wikipedia.org/wiki/MOS_Technology_6581 en.wikipedia.org/wiki/MOS_Technology_6581] - Wikipedia.
 
* [https://en.wikipedia.org/wiki/MOS_Technology_6581 en.wikipedia.org/wiki/MOS_Technology_6581] - Wikipedia.
 
* [http://sidmusic.org/sid/yannes.html sidmusic.org/sid/yannes.html] - Interview with Yannes from August 1996.
 
* [http://sidmusic.org/sid/yannes.html sidmusic.org/sid/yannes.html] - Interview with Yannes from August 1996.
 +
* [https://github.com/libsidplayfp/resid github.com/libsidplayfp/resid] - Current reSID source code.
 +
* [https://github.com/libsidplayfp/libsidplayfp/tree/master/src/builders/residfp-builder/residfp github.com/libsidplayfp/libsidplayfp/tree/master/src/builders/residfp-builder/residfp] - Current reSIDfp source code.

Latest revision as of 21:55, 4 May 2022

Sound Interface Device
8580R5 4091 - On Board.jpg
Developer: Commodore
Released: 1982-01-??
Type: Chip
Channels:

1.) Variable Wave or White Noise
2.) Variable Wave or White Noise
3.) Variable Wave or White Noise

The Sound Interface Device (SID) is an analog synthesizer chip designed as part of the Commodore 64 8-bit home computer. It came in two models, 6581 and 8580.

Aged 24, Bob Yannes was tasked with designing a sound chip, with a given size, in only four or five months up to November 1981. Finding the AY-3-8914 and POKEY chips unmusical, he took inspiration from professional synthesizers and fulfilled 70% of his own wish list. Unfortunately, the schedule left serious bugs and inconsistencies.

A single SID chip outputs mono. Stereo requires multiple chips. Besides audio, SID also tracks movements of connected mice or paddles. Channel 3 was sometimes sacrified as a random number generator or timer, so if you remove the sound chip from a Commodore computer, some games may become dull.

Channels

On each of three channels, you can choose:

  • Pitch up to 3848 Hz (A♯7) in 65536 steps of 0.06. This precision, especially in higher pitches, was new at the time.
  • ADSR. Due to aforementioned bugs, sometimes notes are slightly out of beat. The volume cannot be directly set, which Charles Callet criticized.
  • Waveform: triangle, sawtooth, pulse, white noise, or combinations of the first three (with differences per model).
    • Pulse width of each pulse-based wave in 4096 steps of 0.0244140625%.
    • Whether to use ring modulation on triangle-based waves.
    • Whether to use Hard Sync.
  • Whether to use the single filter.

On the filter, you can choose cutoff frequency, resonance, and combine low-, band-, and high-pass. Unfortunately, the result varies with every SID chip and even every computer it is socketed on, hence gamers often heard sections muffled or louder than intended. Most composers, including Rob Hubbard, Martin Galway, Chris Hülsbeck, Jeroen Tel and Yannes expressed their concern in interviews, and some, like Ben Daglish and Chris Grigg, used the filter very sparingly or purposely avoided it. A very few games allow the gamer to alter the games' filter settings.

Both SID models can play samples in different ways, most famously the speech in Impossible Mission (C64). However, samples are always very CPU-intensive, so they rarely saw use in gameplay.

Versions

People still argue which SID model sounds better. Both require different voltages and can be destroyed if you socket them into the wrong Commodore model.

6581

The original SID was developed under intense time pressure, using a limited manufacturing process. Dated from 1982 to early 1991, these chips feature the following bugs:

  1. As detailed above, the filter sounds different on every 6581 chip.
  2. The filter can distort certain pitches and even transpose them down an octave, especially when multiple channels are filtered.
  3. Changing the master volume and toggling the filter produce a click; the greater the change, the louder. On the upside, games can use clicks as a rudimentary DAC and thus play unsigned 4-bit PCM samples on an unofficial 4th voice. In the late 1980s, it was very popular to arrange digi drums over three SID voices.

8580

After Yannes left, Commodore cost-reduced their manufacturing process, which spawned the C64C and the only major revision of SID. Dated from March 1986 to August 1993, the 8580 started prevailing in the early 1990s. The 8580 is closer to Yannes' original intent and differs from the 6581 as follows:

  1. The filter is consistent between chips. However, some songs arranged for 6581 sound choppy on 8580. In turn, 8580 songs buzz and click on 6581.
  2. The filter does not distort anymore.
  3. Clicks, and therewith the 4th voice, are quiet or even mute on almost all 8580s. Many users fixed this by soldering a resistor. A very few games use methods to reliably play samples replacing one of the three SID voices.

Examples

This section demonstrates the above differences using recordings from up to 4 real C64s (labelled R2, R3, R4 and R5) by Stone Oakvalley's Authentic SID Collection (SOASC=):

Feature Song Game 6581 recording 8580 recording
4th voice Theme Arkanoid (C64) R2 R5
Combined triangle and pulse wave Underground Labyrinth: The Computer Game (C64) R2 R5
Combined triangle and sawtooth wave Theme Impossible Mission II (C64) R2 R5
Combined triangle and sawtooth wave Sesam Song Fire Bug (C64) R3 R5
Filter minimum Main Menu The Great Giana Sisters (C64) R4 R5
Filter clicks Menu Kangarudy (C64) R3 R5

6581 filter

Listen to the bass of High Score - Wizball (C64):

R3 R2 R4

Do you hear the bass go deeper and deeper with every C64? Now this may be matter of taste and no big deal, but listen to Insects In Space by the same composer and skip to the melody at 1:06:

R4 R3

Do you hear how in the first recording, the melody has a wah-wah sound, and in the second, it almost hasn't? Martin Galway must have put some effort in the wah-wah and wanted it to be heard. It could also mean that Stone Oakvalley's R4 is closest to Galway's Commodore 128D.

Sometimes, the melody itself vanishes or sticks out unbearably:

R2 R4 R3 R5

Though not as unbearable as one of the following at 0:20, 0:44 and 1:15:

R3 R4

Devices

Release Device Chip
1982-0?-?? MAX MACHINE 6581
1982-08-?? Commodore 64 6581
1983-1?-?? SX-64 6581
1985-01-?? Commodore 128 6581
1985-??-?? Commodore 128D 6581
1986-??-?? Commodore 64C 8580
198?-??-?? Commodore 128DCR 8580
1989-04-?? SSI 2001 6581
199?-??-?? Commodore 64 Games System 8580
1993-0?-?? Commodore 65 2x 8580

Games

In 1982 or 1983, David Thiel bought 6581s from Commodore and had two wired on an arcade sound board. While he was testing, Gottlieb's buyer told him that Commodore preferred all 6581s for themselves.

Downloads

Picture Gallery

Emulation Status

To this day, the analog parts of the 6581 model are not fully understood. For example, Title - Bad Cat has unrealistic volume differences, and In the Hall of the Mountain King - The Crystals of Carus is plain unrecognizable.

The most popular and accurate SID emulators are reSID and reSIDfp (in C++ and under GPL) and used in most C64 emulators, SID players and cross-platform editors. Many of them allow to choose the clock, model and filter. Both are still being developed and found up-to-date in the VICE emulator and Sidplayfp player.

Links