First post, by Cloudschatze
Perhaps it's time to document the titles that include 16-bit samples and/or leverage...16-bit mixing/playback routines. The resulting list will likely be larger than most people realize.
Here's an initial work-in-progress listing, based on my own limited testing and verification, and specifically concerning SB16/AWE-compatible playback. I feel like it still barely scratches the surface, but my interests don't extend to several genres that require looking into. Any and all help with further testing and additions is certainly welcome, and very-much appreciated.
(Click on the spreadsheet excerpt to access the full, editable version.)
Note that the "PCM output format" heading does not necessarily correspond to individual sample bit-depths and rates. This is especially true of several of the later, sound-heavy FPS-types, where the 16-bit mixing and effect engines are commonly fed 8-bit mono, 11kHz samples.
Furthermore, an observation about the mixing/output rate: Where it's user-definable, 44.1kHz isn't always desirable. Lesser-quality samples tend to become very noticeable as such. I find 32kHz to be a better compromise in several cases, including the two Crusader titles.
Here are a few output comparison captures (DOSBox) for illustration.
Here is a short example from Quake, comparing the higher mixing/output rate with the default. Quake's "techinfo" document suggests that the higher rates provide, "no actual benefit," but this was purportedly written by a person whose sound engine also clips horrifically when the internal volume level is set above 25%, so decide for yourself.
In conclusion, I hope to never read another statement on this forum that a Sound Blaster Pro is all a person should ever need or want for DOS gaming, or that there are no DOS games that provide 16-bit sound. 😉