M9 Sound Card

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Karoline Oum

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Aug 3, 2024, 5:36:20 PM8/3/24
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A sound card (also known as an audio card) is an internal expansion card that provides input and output of audio signals to and from a computer under the control of computer programs. The term sound card is also applied to external audio interfaces used for professional audio applications.

Sound functionality can also be integrated onto the motherboard, using components similar to those found on plug-in cards. The integrated sound system is often still referred to as a sound card. Sound processing hardware is also present on modern video cards with HDMI to output sound along with the video using that connector; previously they used a S/PDIF connection to the motherboard or sound card.

Typical uses of sound cards or sound card functionality include providing the audio component for multimedia applications such as music composition, editing video or audio, presentation, education and entertainment (games) and video projection. Sound cards are also used for computer-based communication such as voice over IP and teleconferencing.

Sound cards use a digital-to-analog converter (DAC), which converts recorded or generated digital signal data into an analog format. The output signal is connected to an amplifier, headphones, or external device using standard interconnects, such as a TRS phone connector.[a]

A common external connector is the microphone connector. Input through a microphone connector can be used, for example, by speech recognition or voice over IP applications. Most sound cards have a line in connector for an analog input from a sound source that has higher voltage levels than a microphone. In either case, the sound card uses an analog-to-digital converter (ADC) to digitize this signal.

The card may use direct memory access to transfer the samples to and from main memory, from where a recording and playback software may read and write it to the hard disk for storage, editing, or further processing.

An important sound card characteristic is polyphony, which refers to its ability to process and output multiple independent voices or sounds simultaneously. These distinct channels are seen as the number of audio outputs, which may correspond to a speaker configuration such as 2.0 (stereo), 2.1 (stereo and sub woofer), 5.1 (surround), or other configurations. Sometimes, the terms voice and channel are used interchangeably to indicate the degree of polyphony, not the output speaker configuration. For example, much older sound chips could accommodate three voices, but only one output audio channel (i.e., a single mono output), requiring all voices to be mixed together. Later cards, such as the AdLib sound card, had a 9-voice polyphony combined in 1 mono output channel.

In the early days of wavetable synthesis, some sound card manufacturers advertised polyphony solely on the MIDI capabilities alone. In this case, typically, the card is only capable of two channels of digital sound and the polyphony specification solely applies to the number of MIDI instruments the sound card is capable of producing at once.

Modern sound cards may provide more flexible audio accelerator capabilities which can be used in support of higher levels of polyphony or other purposes such as hardware acceleration of 3D sound, positional audio and real-time DSP effects.

Sound cards for IBM PC compatible computers were very uncommon until 1988. For the majority IBM PC users, the internal PC speaker was the only way for early PC software to produce sound and music.[3] The speaker hardware was typically limited to square waves. The resulting sound was generally described as "beeps and boops" which resulted in the common nickname beeper. Several companies, most notably Access Software, developed techniques for digital sound reproduction over the PC speaker like RealSound. The resulting audio, while functional, suffered from the heavily distorted output and low volume, and usually required all other processing to be stopped while sounds were played. Other home computers of the 1980s like the Commodore 64 included hardware support for digital sound playback or music synthesis, leaving the IBM PC at a disadvantage when it came to multimedia applications. Early sound cards for the IBM PC platform were not designed for gaming or multimedia applications, but rather on specific audio applications, such as music composition with the AdLib Personal Music System, IBM Music Feature Card, and Creative Music System, or on speech synthesis like Digispeech DS201, Covox Speech Thing, and Street Electronics Echo.

One of the first manufacturers of sound cards for the IBM PC was AdLib,[3] which produced a card based on the Yamaha YM3812 sound chip, also known as the OPL2. The AdLib had two modes: A 9-voice mode where each voice could be fully programmed, and a less frequently used percussion mode with 3 regular voices producing 5 independent percussion-only voices for a total of 11.[b]

Creative Labs also marketed a sound card about the same time called the Creative Music System (C/MS). Although the C/MS had twelve voices to AdLib's nine, and was a stereo card while the AdLib was mono, the basic technology behind it was based on the Philips SAA1099 chip which was essentially a square-wave generator. It sounded much like twelve simultaneous PC speakers would have except for each channel having amplitude control, and failed to sell well, even after Creative renamed it the Game Blaster a year later, and marketed it through RadioShack in the US. The Game Blaster retailed for under $100 and was compatible with many popular games, such as Silpheed.

A large change in the IBM PC-compatible sound card market happened when Creative Labs introduced the Sound Blaster card.[3] Recommended by Microsoft to developers creating software based on the Multimedia PC standard,[6] the Sound Blaster cloned the AdLib and added a sound coprocessor[c] for recording and playback of digital audio. The card also included a game port for adding a joystick, and the capability to interface to MIDI equipment using the game port and a special cable. With AdLib compatibility and more features at nearly the same price, most buyers chose the Sound Blaster. It eventually outsold the AdLib and dominated the market.

Roland also made sound cards in the late 1980s such as the MT-32[3] and LAPC-I. Roland cards sold for hundreds of dollars. Many games had music written for their cards, such as Silpheed and Police Quest II. The cards were often poor at sound effects such as laughs, but for music was by far the best sound cards available until the mid-nineties. Some Roland cards, such as the SCC, and later versions of the MT-32 were made to be less expensive.

By 1992, one sound card vendor advertised that its product was "Sound Blaster, AdLib, Disney Sound Source and Covox Speech Thing Compatible!"[7] Responding to readers complaining about an article on sound cards that unfavorably mentioned the Gravis Ultrasound, Computer Gaming World stated in January 1994 that, "The de facto standard in the gaming world is Sound Blaster compatibility ... It would have been unfair to have recommended anything else."[8] The magazine that year stated that Wing Commander II was "Probably the game responsible" for making it the standard card.[9] The Sound Blaster line of cards, together with the first inexpensive CD-ROM drives and evolving video technology, ushered in a new era of multimedia computer applications that could play back CD audio, add recorded dialogue to video games, or even reproduce full motion video (albeit at much lower resolutions and quality in early days). The widespread decision to support the Sound Blaster design in multimedia and entertainment titles meant that future sound cards such as Media Vision's Pro Audio Spectrum and the Gravis Ultrasound had to be Sound Blaster compatible if they were to sell well. Until the early 2000s, when the AC'97 audio standard became more widespread and eventually usurped the SoundBlaster as a standard due to its low cost and integration into many motherboards, Sound Blaster compatibility was a standard that many other sound cards supported to maintain compatibility with many games and applications released.

When game company Sierra On-Line opted to support add-on music hardware in addition to built-in hardware such as the PC speaker and built-in sound capabilities of the IBM PCjr and Tandy 1000, what could be done with sound and music on the IBM PC changed dramatically. Two of the companies Sierra partnered with were Roland and AdLib, opting to produce in-game music for King's Quest 4 that supported the MT-32 and AdLib Music Synthesizer. The MT-32 had superior output quality, due in part to its method of sound synthesis as well as built-in reverb. Since it was the most sophisticated synthesizer they supported, Sierra chose to use most of the MT-32's custom features and unconventional instrument patches, producing background sound effects (e.g., chirping birds, clopping horse hooves, etc.) before the Sound Blaster brought digital audio playback to the PC. Many game companies also supported the MT-32, but supported the Adlib card as an alternative because of the latter's higher market base. The adoption of the MT-32 led the way for the creation of the MPU-401, Roland Sound Canvas and General MIDI standards as the most common means of playing in-game music until the mid-1990s.

Early ISA bus sound cards were half-duplex, meaning they couldn't record and play digitized sound simultaneously. Later, ISA cards like the SoundBlaster AWE series and Plug-and-play Soundblaster clones supported simultaneous recording and playback, but at the expense of using up two IRQ and DMA channels instead of one. Conventional PCI bus cards generally do not have these limitations and are mostly full-duplex.

Sound cards have evolved in terms of digital audio sampling rate (starting from 8-bit 11025 Hz, to 32-bit, 192 kHz that the latest solutions support). Along the way, some cards started offering wavetable synthesis, which provides superior MIDI synthesis quality relative to the earlier Yamaha OPL based solutions, which uses FM-synthesis. Some higher-end cards (such as Sound Blaster AWE32, Sound Blaster AWE64 and Sound Blaster Live!) introduced their own RAM and processor for user-definable sound samples and MIDI instruments as well as to offload audio processing from the CPU. Later, the integrated audio (AC'97 and later HD Audio) prefer the use of a software MIDI synthesizer, for example, Microsoft GS Wavetable SW Synth in Microsoft Windows.

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