The first Xbox had the nVIDIA’s MCPX (Southbridge) housing an APU dedicated to audio processing. How is the audio processed in the Xbox 360?
Todd Holmdahl: Xbox 360 has hardware accelerated audio decompression for Windows Media audio content. This allows game audio assets to be greatly compressed on both disk and in memory while delivering world-class audio fidelity. The other audio features are done on the multi-core CPU hardware.
Having an Audio Processing Unit alleviates the CPU from handling the audio. Wouldn’t it have been better for the Xbox 360 to have a dedicated audio chip, like the first Xbox, to handle the audio processing instead of the CPUs doing that work?
Todd Holmdahl: Actually, no. Doing the audio on the CPU allows the game developer to dynamically allocate hardware resources between their desired functions. We chose to use general purpose audio processing for the Xbox360 to maximize overall performance and minimize silicon overhead. The one exception to this is the audio codec, which has specialized hardware support.