The issue with the Sega Genesis is that high quality PCM playback requires precise timing on the part of the software due to the lack of any hardware based sample buffer or sound DMA.
@@lickablestinkage7783 Let's not forget that the software routine responsible for bit banging the output register may need to yield to other processes like forced halts from the M68000, or code related to the YM2612's other channels. Unless the software for the console overall is carefully coded to minimize interruptions _and_ accurately anticipate and compensate for them when they do occur, the precision of _when_ bytes get streamed out will be thrown off.
So the 2612's DAC has no kind of queue/fifo where you can hand it samples and it puts them out when it's appropriate. Instead, there's just a single register and the value you write there is output pretty much immediately (there's a delay but it's small) until you write the next value. Thus, for "normal" PCM playback you have to write audio one sample at a time, _with precise timing_ so that the space between samples is even. Also to make things worse these are _indirect_ register writes since the 2612 only has two address lines, so you actually have to write twice for each sample. If you're continuously playing back PCM for longer than a frame, you need to have some way of buffering it in the Z80 RAM, because the 68k will monopolize the cartridge bus from time to time so you can't reliably just copy samples from ROM directly to the DAC. At the same time, you're limited in how much you can put there because it's only 8 kilobytes, or about _1 second_ of 8-bit 16 kHz audio. So you have to do this complex dance of copying the PCM data from the cart to Z80 ram in chunks while the Z80 feeds it to the 2612 one sample at a time. Also if the Z80 tries to access the cartridge bus at the wrong time during VDP DMA, it can lock up the whole system--which is why so many games just halt the Z80 during those DMAs. Of course you can never have good PCM playback if you do that.
It makes sense now while the other while in certain games like thunder force 2, 3 and 4 as well as golden axe where the other sound channels are paused to playback the PCM voice samples boy where those voices bad in the examples that Joe played back. Is there any wonder that the system has a bad rap for poor quality PGM samples, but it’s not not just the points you mentioned as well about the timings having to be precise it’s also about the ROM storage capacity as well, especially as most early games on the mega drive/Genesis will only 4 megabit or lower it wasn’t until Strider We were even getting 8 megabit games which obviously gave a bit more room for higher quality PCM samples, especially with the ones that Joe featured.
Go look up a Sonic hack called Sonic: The Next Level. It has crystal clear DAC sound. The second act of Gust Planet is a really long voice file, which is "Take it" by Alex Lee, and the invincibility theme is also DAC sound as well. Sonic 2 Recreation has a clear voice sample for the results screen, being the Zone Clear theme from Sonic CD (JP/EU), plus voices for Robotnik speaking when hit.
Mickey Mania is for me one of the most remarkable quality games in Genesis. It really used almost full potential of the hardware, specially in voice reproduction. It had beautiful graphics, a lot of VFX only seen on SNES before, no loading times and even exclusive levels for the Genesis version. It was obvious they really cared about that game being in top tier.
It really saddens my that a lot of Sega Genesis games don't seem to push it nearly to its limits. It's capable of a lot more than many of the games make it seem. BTW, what's the background music you used? I want to look that song up, it sounded cool!
It's from Vapor Trail by the already-defunct Data East and Telenet (plus its two divisions, Riot & Renovation, responsible for reprogramming & US localization respectively).
I been trying to tell people that sega hasn't tried to push the limitations of the sega genesis it was more like they were rushing the console instead of learning the limitations of the hardware it piss me off knowing the sega genesis is more power then what it seem it's letting on lot of people can't see it
@@damin9913 I always knew that the Mega Drive was more capable than a lot of the games showed but that was because of lazy western developers keeping out on ROM space and using crappy sound engines like GEMS and Sound Images.
They definitely sound like they came from the YM 2612, but there is one game that actually did use the PSG chip for PCM samples and that Mega Drive (Genesis) port was After Burner 2 which used both sound chips for PCM samples where is the PSG chip was used for the PCM drum samples and YM 2612 was used for voice samples.
Those are really clear samples! some of the games that had more poor samples were possibly older games! and they just got better at getting the best out of the Megadrive later on.
Very interesting video! I never played most of the games from the good section. Before hearing them, I was among those who really thought the system was not capable of producing good voices.
Not really, the voice samples in Pulseman sound ok but they’re more on the scratchy side because there’s a lot more PCM samples in that game done in most games on the system and it was on a 16 Meg cartridge.
Is a Sonic ROM hack called Sonic 1 BOOMED, which uses a lot of voice clips from the Sonic Boom TV show and games for Sonic and Robotnik, as well as changing the designs to look like their boom counterparts But the voice samples are really good on emulation and real hardware
I know this vid's a few years old and all, but i think it's hilarious that the goal of this video was to vouch for the quality of these samples and "Tatsumaki Senpukyaku!" was transcribed as "Perfek-shet brrrrrr get!"
@kirgeez I always assumed it was because of the storage limit. The disk space on carts were expensive, and the biggest commonly available was like 24 megs, if I remember correctly. For example, Street Fighter II SCE was 24 mega as it is (according to the box), so it had no space for samples at any higher quality. I really don't have any proof of this being their reasoning, though, just a thought.
One of the biggest factors on voice quality was also ROM space as most early games were only 4 Mb in size or even those lowest two or even one megabit as well as the sound driver that was being used and whether or not the driver was using the Z 80 order 68000, I think a lot of older games on the genesis/Mega Drive used the Z 84 PCM playback for the most part especially launch ever say games or games reprogrammed by SEGA themselves and like Altered Beast used the SMPS sound driver think was it the pre-Z 80 and it was the same with Golden Axe and Space Harrier II, and Strider used the 68k revision of the SMPS sound driver which was clearly capable of clear voice samples but then it did help that Strider was on the first ever 8 megabit cartridge.
although i love the samples in Dynamite Headdy, there's a new game i think almost surpasses that game, and it's called XenoCrisis. it has digitized speech, a few sound effects and it has a great PCM drum kit. (its basically straight up an arcade game. it's hard, plays ok and is apparently a mix of games. smash tv gameplay wise and aliens design wise.)
people don't know but all the drum sound from street of rage are a very high quality sampling of a Roland TR 909, same thing for the drum of Sonic 1 and 2, on Mortal Kombat it's also a very very good test the voice and the drum sound are all sample in pristine quality, the only problem is the amount of Kilo byte those sample took in a simple 24 mb cartridge, the Nes and Famicom are able to do same stuff in lower quality.
I think alot of programmers that made games on sega genesis did not realy care about how the voice came out because they knew that they would make millions in revenue and so they took shortcuts and used the cheap tx instruments sound chip in the genesis. But i always knew genesis could do clear cd like voice samples when i first played altered beast. The voice is extremely clear.
It’s funny how people completely forget about the sound that plays when you boot up any first-party Genesis game when they say that this console can’t do voices.
The voice samples in Strider Returns were much memorable than the game itself which is so bad, that Capcom swept it under the rug by retconning it when they officially made a true Strider 2 in 1999.
8-bit PCM, 8-26khz audio on Audacity, mono sample, you're welcome. You can also insert it on a real Mega Drive/Genesis that way via Deflemask + Everdrive.
The question I would like answered is this: If both the SNES and Genesis use their sound capabilities to the absolute max, which is capable of producing the better quality voice samples [in-game]? Because, I mean, the SNES can do voices like this: ua-cam.com/video/W3SA9LuqQgA/v-deo.html ua-cam.com/video/FCKBZg84XwE/v-deo.html And I don't mean by including Sega CD/32X games that require expensive add-ons that literally cost [each] as much as buying an entirely new console or two at the time, on top of the cost of the actual games that only played on said add-ons, so you literally couldn't play any of those games if you just owned a Genesis, which was genuinely the case for 90% of Genesis owners out there (give or take a couple of percent), unlike the rather stunning examples above for SNES.
great stuff,if i'm correct even skitchin used the dac for i'ts guitar and bass drum,they even tried to record samples from bands and load them into the dac.skitching sounds pretty good altought the guitar could have been a bit sharper.
Well, it looks like my Sega Genesis and TurboGrafx-16 voice clip comparision I was planning to do in the future is ruined. Maybe. The audio file that I possess contains voice examples that were not featured in this video.
good voice samples=expensive memory space used up in the cartridge. It was a matter of buget, and the size of the rom. rom/ram was more expensive back then.
Was waiting for something we laughed our asses off to and still is stuck in my spine, Strider 2 junglegirls, whoo-whOO wooka-bi-stomach! I come from jungle!
Sega 16-bit was as good as the developers were capable. Road Rash = scaling Dynamite Headdy = clear voices ...Oh well, even the crappiest quality voices never stopped me from enjoying the games I liked, they ran smooth and hardly flickered.
The issue with the Sega Genesis is that high quality PCM playback requires precise timing on the part of the software due to the lack of any hardware based sample buffer or sound DMA.
and dont forget lack of ram
@@lickablestinkage7783 Let's not forget that the software routine responsible for bit banging the output register may need to yield to other processes like forced halts from the M68000, or code related to the YM2612's other channels. Unless the software for the console overall is carefully coded to minimize interruptions _and_ accurately anticipate and compensate for them when they do occur, the precision of _when_ bytes get streamed out will be thrown off.
Isn't DAC where the audio is stored?
So the 2612's DAC has no kind of queue/fifo where you can hand it samples and it puts them out when it's appropriate. Instead, there's just a single register and the value you write there is output pretty much immediately (there's a delay but it's small) until you write the next value. Thus, for "normal" PCM playback you have to write audio one sample at a time, _with precise timing_ so that the space between samples is even. Also to make things worse these are _indirect_ register writes since the 2612 only has two address lines, so you actually have to write twice for each sample.
If you're continuously playing back PCM for longer than a frame, you need to have some way of buffering it in the Z80 RAM, because the 68k will monopolize the cartridge bus from time to time so you can't reliably just copy samples from ROM directly to the DAC. At the same time, you're limited in how much you can put there because it's only 8 kilobytes, or about _1 second_ of 8-bit 16 kHz audio. So you have to do this complex dance of copying the PCM data from the cart to Z80 ram in chunks while the Z80 feeds it to the 2612 one sample at a time.
Also if the Z80 tries to access the cartridge bus at the wrong time during VDP DMA, it can lock up the whole system--which is why so many games just halt the Z80 during those DMAs. Of course you can never have good PCM playback if you do that.
It makes sense now while the other while in certain games like thunder force 2, 3 and 4 as well as golden axe where the other sound channels are paused to playback the PCM voice samples boy where those voices bad in the examples that Joe played back. Is there any wonder that the system has a bad rap for poor quality PGM samples, but it’s not not just the points you mentioned as well about the timings having to be precise it’s also about the ROM storage capacity as well, especially as most early games on the mega drive/Genesis will only 4 megabit or lower it wasn’t until Strider We were even getting 8 megabit games which obviously gave a bit more room for higher quality PCM samples, especially with the ones that Joe featured.
The speech from Dynamite Headdy sounds incredible.
"The live for me, Strider!" sample always gives me chills. It sounds so damn heartfelt!
Yeah. It really is a beautiful female timber in video-games. One of the Best i've ever heard. No joking.
I was mesmerized by the "rise from your grave" from altered beast as an 11 year old. Couldnt believe my mega drive could talk 😂😂😂
Dynamite Headdy voice samples are the cleanest. No one will change me mind
ok I had my mind changed.
@@TheChompChamp7650how?
@@marioboi323 task force harrier ex ^^
SEGAAAAAA
The samples are lower in quality in some Games, so that there is space for more content in Games.
OhNoNotMyPenis
That could work too.
Go look up a Sonic hack called Sonic: The Next Level. It has crystal clear DAC sound. The second act of Gust Planet is a really long voice file, which is "Take it" by Alex Lee, and the invincibility theme is also DAC sound as well. Sonic 2 Recreation has a clear voice sample for the results screen, being the Zone Clear theme from Sonic CD (JP/EU), plus voices for Robotnik speaking when hit.
Also, Sonic 1 Boomed has an assload of clear DAC samples, and he and Robotnik never shut up!
do these rom hacks work on actual genesis hardware?
@@wormsex Most of them do, yes.
@@wormsex yes of coarse they do
@@Karnage233 i farted
Mickey Mania is for me one of the most remarkable quality games in Genesis. It really used almost full potential of the hardware, specially in voice reproduction. It had beautiful graphics, a lot of VFX only seen on SNES before, no loading times and even exclusive levels for the Genesis version. It was obvious they really cared about that game being in top tier.
Oh and also smooth animations too!
gotta try it... Still playing sega genesis games :)
It really saddens my that a lot of Sega Genesis games don't seem to push it nearly to its limits. It's capable of a lot more than many of the games make it seem.
BTW, what's the background music you used? I want to look that song up, it sounded cool!
It's from Vapor Trail by the already-defunct Data East and Telenet (plus its two divisions, Riot & Renovation, responsible for reprogramming & US localization respectively).
I been trying to tell people that sega hasn't tried to push the limitations of the sega genesis it was more like they were rushing the console instead of learning the limitations of the hardware it piss me off knowing the sega genesis is more power then what it seem it's letting on lot of people can't see it
@@damin9913 I always knew that the Mega Drive was more capable than a lot of the games showed but that was because of lazy western developers keeping out on ROM space and using crappy sound engines like GEMS and Sound Images.
Comix Zone had some very good digitized samples in it as well, I'm surprised that they weren't included.
great video though!
I didn't own it at the time, but I'll eventually revisit this topic on Game Sack.
Joe!!
Did you ever do it?
I heard that the SEEEGAAA intro in Sonic 2 took over 1/8 of the memory space on the cartridge.
I think you meant in the original sonic the hedgehog.
@@Adamtendo_player_1 Nevermind. I think it was the first one. My bad.
The Task Force Harrier EX one brought me to tears. Holy shit...that game was so amazing!
That digitized voices comes sometimes from the YM2612 but the first ones comes from the PSG, thats why they sound terrible
They really sound like they come from the psg!
They definitely sound like they came from the YM 2612, but there is one game that actually did use the PSG chip for PCM samples and that Mega Drive (Genesis) port was After Burner 2 which used both sound chips for PCM samples where is the PSG chip was used for the PCM drum samples and YM 2612 was used for voice samples.
1:09 when I hear a crystal clear voice coming from a Genesis.
Those are really clear samples! some of the games that had more poor samples were possibly older games! and they just got better at getting the best out of the Megadrive later on.
Earthworm Jim should have been in this video
The Lion King also.
And Dune 2, Toejam & Earl
Tender! Groovy! Ouch! Ammo!...
Altered Beast also
Booger man too
Missed opportunity with the Vapor Trail BMG in the background- what the hell is that guy saying when your plane crashes anyway? :)
Very interesting video! I never played most of the games from the good section. Before hearing them, I was among those who really thought the system was not capable of producing good voices.
Pulseman got really good voice samples, too.
"Let's go !"
"Be careful !"
Pulseman formo parte de mi preadolescencia!
Not really, the voice samples in Pulseman sound ok but they’re more on the scratchy side because there’s a lot more PCM samples in that game done in most games on the system and it was on a 16 Meg cartridge.
A.I computer voice from Battletech, and voice from Zero Tolerance sounds best on Genesis.
I used to love hear Robocop say "You're terminated" in Robocop vs Terminator.
0:13 "perfek -shet brrrrrr get !"
1:07 lol i had used this sound in my song Kilocides
Is a Sonic ROM hack called Sonic 1 BOOMED, which uses a lot of voice clips from the Sonic Boom TV show and games for Sonic and Robotnik, as well as changing the designs to look like their boom counterparts
But the voice samples are really good on emulation and real hardware
This video was suggested to me, January 19, 2021.
And this channel isn't even monetized. I guess there goes the notion that UA-cam only suggests monetized channels?
The Task Force Harrier voice clips sound very crisp compared to most Genesis games!
Did you not hear the other clips that were played? Task Force Harrier EX isn’t the only game on the system that has great voice samples.
@@Adamtendo_player_1 nice twelve year old response lol
Bro what is ur background music sounds so good
i'm wondering the same, also wondering if the guy is even using this channel to this day lol
Toy Story and Mortal Kombat have some of the best voice samples ive heard on the genesis
I know this vid's a few years old and all, but i think it's hilarious that the goal of this video was to vouch for the quality of these samples and "Tatsumaki Senpukyaku!" was transcribed as "Perfek-shet brrrrrr get!"
0:52 Sounds like Peter Griffin after he hurt his knee.
@kirgeez
I always assumed it was because of the storage limit. The disk space on carts were expensive, and the biggest commonly available was like 24 megs, if I remember correctly. For example, Street Fighter II SCE was 24 mega as it is (according to the box), so it had no space for samples at any higher quality.
I really don't have any proof of this being their reasoning, though, just a thought.
One of the biggest factors on voice quality was also ROM space as most early games were only 4 Mb in size or even those lowest two or even one megabit as well as the sound driver that was being used and whether or not the driver was using the Z 80 order 68000, I think a lot of older games on the genesis/Mega Drive used the Z 84 PCM playback for the most part especially launch ever say games or games reprogrammed by SEGA themselves and like Altered Beast used the SMPS sound driver think was it the pre-Z 80 and it was the same with Golden Axe and Space Harrier II, and Strider used the 68k revision of the SMPS sound driver which was clearly capable of clear voice samples but then it did help that Strider was on the first ever 8 megabit cartridge.
What about the “WOO!” and “COME ON!”?
Missing the "Mic & Mac Global Gladiators" samples. Those were quite good.
You forgot the "Excellent!" and "Aaaaah!" from Robocop vs. the Terminator.
-KT
Don't forget the many clear samples in Jurassic Park. I enjoyed listening to them(in sound test mode) when I was a kid.
Thanks for the vid :D
last was the yehaw sound from woody from toy story 1
Its sad when a McDonalds game has better audio samples than the more common third party games.
Don't forget the "WHOO!!" and "C'MON!!" from Sonic 3! ;)
0:59 - That one sounded pretty dang crisp
Alien Soldier has some pretty clear voice clips too
although i love the samples in Dynamite Headdy, there's a new game i think almost surpasses that game, and it's called XenoCrisis.
it has digitized speech, a few sound effects and it has a great PCM drum kit. (its basically straight up an arcade game. it's hard, plays ok and is apparently a mix of games. smash tv gameplay wise and aliens design wise.)
1:20 *I'M JUST COME TO HEAR THIS!🤣🤣*
1:09 Quincy, Joy to Believe
MuhMuh~
What about Alien Soldier? It wasn’t released in America but it has AMAZING voice samples (and also music and graphics)
That's Vapor Trail. Pretty much the main track in the game.
Vapor Trail? That's what my mom leaves behind when she tries to leave the room to blast one off but never makes it and drops pfft right in your face!
people don't know but all the drum sound from street of rage are a very high quality sampling of a Roland TR 909, same thing for the drum of Sonic 1 and 2, on Mortal Kombat it's also a very very good test the voice and the drum sound are all sample in pristine quality, the only problem is the amount of Kilo byte those sample took in a simple 24 mb cartridge, the Nes and Famicom are able to do same stuff in lower quality.
I swear ive heard the “Get ready” from space harrier II in the arcade version of outrun before
Where's "See my power"
"We'll teach you the maning of justice"
"Thank you, wonder man!"
:)
The Lion King? Boogerman? Earthworm Jim? Those games have good voice samples too.
But you must remember the Megadrive has no compression on samples and alot of games actually used 4-bit samples at 8>khz.
I see that another user has mentioned it already. Still, it sounds pretty cool, and I didn't expect it to be from a shooter. Thanks for telling me.
1:07 shadow is that you man
I think alot of programmers that made games on sega genesis did not realy care about how the voice came out because they knew that they would make millions in revenue and so they took shortcuts and used the cheap tx instruments sound chip in the genesis. But i always knew genesis could do clear cd like voice samples when i first played altered beast. The voice is extremely clear.
Some of these sound like they are from the ps1 even the ps2 in the style they're made. Mostly Dynamite Headdy.
It’s funny how people completely forget about the sound that plays when you boot up any first-party Genesis game when they say that this console can’t do voices.
Video's alright, but i like the Vapor Trail Sega Genesis title theme music
The voice samples in Strider Returns were much memorable than the game itself which is so bad, that Capcom swept it under the rug by retconning it when they officially made a true Strider 2 in 1999.
Where is da Wise fwom yo grave? It's also a great example for da Genesis soundchip
I wonder if some of the developers used any type of codec or compression algorithm..
+AtTheGates super street fighter would say uuuu gland instead of England in versus mode at times lol
In majority they are uncompressed pcm file
Probably the bad quality makes the "E" sound like a "U"
Nice clips, lots of memories
Hay
JAJAJJAJA! Is true!!!! Thanks! You must do another video showing the semi-scaling and rotation on the Genesis!!! =)
Ristar has the best voice for sega genesis games
Yamaha 2612: Hello! Old Mans!
very good quality.
The Strider one gives me Jevil vibes
So... the bad voices are, in fact, the shit crapped by the producers. Not a problem at SEGA Genesis
The voice samples in Thomas The Tank Engine And Friends are also very good.
1:23 jevil ?
0:11 spinning spying kick
0:37 SEGAAAAA
The problem lies with memory allocation, most games were only 4 MB in size, you cant fit a whole lot of decent speech in that little space.
Altered Beast, Sonic 1, and Space Harrier were 4Mbit though
@Solar Flare
None of those games contained a decent amount of voicelines.
That SEGA jingle in sonic took up a good chunk of the rom
Where can I find a way to distort my voice to sound like Genesis is prossessing it, or how can I have a software to have Genesis trully processing it?
Distort your voice???Why??? Genesis can processing your voice at 22khz if you want, but I don't belive you'll need more than 8khz
Ton Master buh what do u need like what app or software
Its called 22khz aka tape recorder
8-bit PCM, 8-26khz audio on Audacity, mono sample, you're welcome. You can also insert it on a real Mega Drive/Genesis that way via Deflemask + Everdrive.
The question I would like answered is this: If both the SNES and Genesis use their sound capabilities to the absolute max, which is capable of producing the better quality voice samples [in-game]?
Because, I mean, the SNES can do voices like this:
ua-cam.com/video/W3SA9LuqQgA/v-deo.html
ua-cam.com/video/FCKBZg84XwE/v-deo.html
And I don't mean by including Sega CD/32X games that require expensive add-ons that literally cost [each] as much as buying an entirely new console or two at the time, on top of the cost of the actual games that only played on said add-ons, so you literally couldn't play any of those games if you just owned a Genesis, which was genuinely the case for 90% of Genesis owners out there (give or take a couple of percent), unlike the rather stunning examples above for SNES.
The first one is a really low quality sample. Several samples in this video beat it. And the second isn't playable.
The song from ToP uses a special chip.
I'm surprised you didn't mention either Streets of Rage games, or Paperboy 2
great stuff,if i'm correct even skitchin used the dac for i'ts guitar and bass drum,they even tried to record samples from bands and load them into the dac.skitching sounds pretty good altought the guitar could have been a bit sharper.
*Mega Turrican is good too & amazing music too!* 🎵
I don't remember the "Them the brakes" voice clip (Eswat), when does that plays in the game?
Mate - that was excellent, thanks!
1:18 i think i know where toby fox got inspiration for jevil's voice
Well, it looks like my Sega Genesis and TurboGrafx-16 voice clip comparision I was planning to do in the future is ruined. Maybe. The audio file that I possess contains voice examples that were not featured in this video.
ROFL, great video! What'd you use to create it?
"Them the breaks!"
(Aarzak)
The cleanest voices seem to be on dynamite headdy.
what is the song at the beginning of 0:00
good voice samples=expensive memory space used up in the cartridge. It was a matter of buget, and the size of the rom. rom/ram was more expensive back then.
VideyoJunkei Then couldn't they just split the voices to small sections then use ASM code to play them back almost seamlessly?
"What could possibly go wrong"
nah the biggest back in the day on megadrive genesis was 40 meg for the super street fighter 2 cart.
Tatsumaki Senpukyaku (竜巻旋風脚) 0:13
Show do Milhão 2 is the better example how good voices can be on the Sega Genesis.
How do you do this in Sony Vegas? Any effect? Because I'm making a Genesis remix of Open Your Heart from Crush 40.
0:43
.
.
.
.
.
.
.
.
feel good
@KollisionBR What game is that?
Was waiting for something we laughed our asses off to and still is stuck in my spine, Strider 2 junglegirls,
whoo-whOO wooka-bi-stomach! I come from jungle!
I don't wanna pass for the usual random guy asking for the background music title but ... what's the background music title?
it's the main theme for Vapor Trail
"them the brakes" ?! i had eswat back in the day and i don't remember anything sounding close to that, where does it come from?
The Japanese version had a couple of extra voices in it that they removed from the North American version for some reason.
Sega 16-bit was as good as the developers were capable. Road Rash = scaling Dynamite Headdy = clear voices ...Oh well, even the crappiest quality voices never stopped me from enjoying the games I liked, they ran smooth and hardly flickered.
the first music name?
Them the brakes???
dang! most of these samples are of cd quality
How do I download the voice examples?