When you compare that to the amount of memory in video game consoles, they had to keep things simple and couldn’t afford to go fill professional digital audio.
This was my point. The problem wasn’t digital verus analog. It was more that home computers couldn’t run something as complex as a game with resources that high-quality. Even 3D games following 1995 (since that was the start of at-home, 3D games) were running at low resolutions with low poly, low-res assets and lower quality sound.