I have recently created a player for the NES that (at of a cost of 47.7% of the CPU time) is capable of playing 7-bit sampled audio at a sampling rate of 8 272Hz. I'm wondering about the possibilities with the 2600, especially some method that could work in games. A music player that would update AUDV0 on every second scanline could produce 4-bit sound at 7 860 Hz, which is enough for music like this. I made this with a bit crusher plugin just to get an idea of what it would sound like. This piece is the Ant Caves theme from MediEvil for the PlayStation. At this rate, you can pack two samples into a single byte, so the space cost is half the sampling rate, 3 930 bytes per second. This song in particular would be 7 860Hz×126 seconds / 2 = 495 180 bytes. This would fit perfectly in a 512k cartridge, but who's saying you'd need over two minutes of music in total? Taking summed output and streaming it to a channel output? It's been done before in Pitfall II, it's been done in Stella's Stocking, and in Cheitiry.
My question would be... is this a rational proposition?