17.5 Sound Card Characteristics
Here are the important characteristics of sound cards:
- Interface
-
Discrete sound cards are available in ISA and PCI models, although
ISA cards are a vanishing breed and are increasingly hard to find.
All recent embedded sound adapters use PCI. The much smaller
bandwidth of ISA limits ISA cards in many respects, including
generally requiring that wavetable data be stored locally, placing an
upper limit of about 16 on simultaneous sound streams, and making
effective 3D audio support impossible. The first PCI audio chipsets
that emerged in the mid-90s were quite expensive, but current PCI
cards are generally less expensive than ISA cards with similar
functionality, primarily because they require little on-board memory.
- Synthesis type
-
FM synthesis is no longer used in current sound cards. All current
midrange sound cards use wavetable synthesis, and some expensive
sound cards use partial waveguide synthesis. The quality and features
of wavetable synthesis vary depending on both the processor and the
quality and size of the wavetable samples, with more expensive cards
producing better synthesis, as you might expect.
- Channels
-
Each MIDI interface supports 16
channels, each corresponding to one
instrument. Low-end sound cards use a single MIDI interface, allowing
up to 16 instruments to play simultaneously. Midrange and some
high-end sound cards provide dual MIDI interfaces, allowing 32
simultaneous instruments. Some high-end sound cards, such as the
Creative Labs SoundBlaster Live! Platinum, use a triple MIDI
interface, which allows up to 48 simultaneous instruments. In
general, 16-channel cards are suitable for most uses, 32-channel
cards are useful for playing MIDI instrumentals realistically, and
48-channel cards are necessary only for the most complex MIDI
environments.
- Polyphony
-
Polyphony refers to the ability of a sound card
to generate multiple simultaneous voices when playing MIDI. A
voice corresponds to one note generated by one
instrument. Do not confuse number of voices with number of channels.
The 16 channels of a standard MIDI interface allow 16 instruments to
play simultaneously. However, some instruments require multiple
voices. For example, a piano occupies one MIDI channel, but if the
musician is playing a single-note melody with one hand and three-note
chords as accompaniment with the other hand, that channel requires
four voices. A large number of voices is important for reproducing
complex MIDI scores accurately. Voices may be hardware-based or
software-based, and some sound cards use both types. For example, the
Creative Labs SoundBlaster AWE64 sound card supports 64-voice
polyphony, 32 in hardware and 32 in software. High-end sound cards
support 64 hardware voices, and add software voices for a total of
256 to 1024 voices.
- Frequency response
-
The range of human hearing is usually stated as 20 Hz to 20 kHz. All
current sound cards nominally support this range or close to it,
which is in fact required for PC 99 compliance. However, few cards
state ± dB for that range, which specifies how flat the
frequency response curve is. A good card may have frequency response
of 20 Hz to 20 kHz at 3 dB down. A professional-level card may have
frequency response of 20 Hz to 20 kHz at 1 dB down. Inexpensive cards
may claim frequency response of 20 Hz to 20 kHz, but that range may
turn out to be stated at 10 dB down or some similarly absurd number,
which in effect means that actual usable frequency response may be
something like 100 Hz to 10 kHz.
- Sampling rate
-
All current sound cards support waveform audio playback at 44,100,
22,050, 11,025, and 8000 Hz. Many also support various intermediate
playback rates and the DAT-standard 48,000 Hz. Some cards record only
at 44,100 Hz, although most also offer other standard rates.
- Signal-to-Noise ratio
-
Signal-to-Noise
(S/N) ratio, stated in dB, measures
the amount of signal (data) relative to noise, with higher numbers
indicating better performance. A low S/N ratio translates to audible
hiss. The best sound cards have 95 dB or greater S/N for analog
audio; midrange cards about 90 dB; and inexpensive cards may have 85
dB or less. It's not unusual for a card to have
somewhat lower S/N ratio for digital recording and digital playback.
For example, an excellent consumer-grade sound card may specify an
S/N ratio of 96 dB FS A-weighted for analog audio, 93 dB FS
A-weighted for digital recording, and 90 dB FS A-weighted for digital
playback. In a typical PC environment, noise level (both ambient
external audible noise and the electrically noisy inside of the PC)
and the typical use of low-quality speakers or headphones make it
unlikely that anyone could differentiate between cards with S/N
ratios of 80 dB or higher if that were the only difference. However,
cards with higher S/N ratios are generally better shielded and use
better components, which translates to better sound and less hiss.
- Duplex mode
-
Half-duplex sound cards can either play sound or
record sound, but not both at the same time.
Full-duplex sound cards do both simultaneously.
For simple tasks—listening to CDs or playing games—a
half-duplex card is adequate. More advanced audio functions, such as
Internet telephony and voice recognition, require a full-duplex card.
Most midrange and all high-end sound cards support full-duplex.
- Standards compatibility
-
In the past, software wrote directly to the sound card. That meant
that compatibility with proprietary standards—initially AdLib
and later SoundBlaster—was important, because if your game or
application didn't explicitly support your sound
card, you simply couldn't use sound with that
software. Microsoft took the initiative away from sound card
manufacturers by incorporating standard sound APIs into Windows. Here
are the standards you should be aware of:
- SoundBlaster
-
SoundBlaster compatibility, formerly a
sine qua non for any sound card, is now largely
immaterial except to those who still use DOS software, including DOS
games. True SoundBlaster compatibility requires fixed IRQ, I/O port,
and DMA assignments, whereas PCI cards are assigned resources
dynamically. Within those constraints, all Creative Labs sound cards
and most competing cards boast (nearly) full SoundBlaster
compatibility. If you still use DOS applications, though,
it's worth verifying whether real-mode drivers are
available for a sound card before you purchase it.
- Microsoft DirectSound
-
Microsoft
DirectSound (DS) is a component of DirectX. Developers can
write to the DS API, rather than to the underlying hardware, with the
assurance that their software will function with any DS-compatible
sound card. DS compatibility has replaced SoundBlaster compatibility
as an absolute requirement for any sound card.
- Microsoft DirectSound3D
-
Microsoft DirectSound3D (DS3D) is an extension
to DS that supports 3D positional audio, which is a technology that
manipulates sound information to extend stereo imaging to full
surround sound, allowing sounds to appear to come from any position
around you. For example, when in an air combat game your missile hits
a bandit in front of you, the sound of that explosion comes from the
front. But if you didn't notice his wingman on your
six, the sound of his missile blowing off your tail comes from
behind. The realism of DS3D imaging in any given situation depends on
the means used to reproduce the sound (two speakers, four speakers,
or headphones) and the hardware capabilities of the sound card. But
whatever the physical environment, DS3D provides noticeably better
imaging than older 2D technologies. If you intend to use DS3D-enabled
software, it's important to have hardware support
for DS3D in your sound card, because DS3D positional effects that
cannot be processed in hardware are processed by the main CPU, which
can bog down system performance.
- Aureal A3D
-
Although Aureal went bankrupt in spring 2000, many cards that use
Aureal chipsets are still out there, and many were still being sold
as of late 2001. Aureal A3D is a proprietary 3D positional audio
standard that is available only on sound cards based on the Aureal
Vortex and Vortex2 chipsets, which have been made by Voyetra/Turtle
Beach, Diamond Multimedia, Aureal itself, and others. A3D is
available in two versions. A3D2.0 is supported only by the Vortex2
chipset, whereas the earlier and less capable A3D1.0 is supported by
both the Vortex and Vortex2 chipsets. A3D1.0 provides realistic 3D
imaging even on dual-speaker systems or headphones. A3D2.0 provides
extraordinary 3D effects, particularly on quad speaker systems. A3D
achieved broad support from game software manufacturers. For software
without A3D support, A3D hardware drops back to using DS3D.
- Creative Labs EAX
-
Creative Labs EAX
(Environmental Audio Extensions) is basically a proprietary Creative
Labs extension to DirectSound3D. EAX is technically less ambitious
than A3D2.0, but provides reasonable 3D imaging. Given the dominance
of Creative Labs, EAX is widely supported by game software.
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Windows 95, 98 and 2000/XP fully support DirectX, currently version
8.1. Windows NT supports a subset of DirectX 3 functions, including
DirectSound (but not DirectSound3D). That means that, although
DirectSound-compatible sound cards can be installed and used under
NT, 3D functions are not available.
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- Hardware acceleration
-
Midrange and high-end sound cards have an on-board DSP, which is a
general-purpose CPU optimized for processing digital signals, such as
audio. In 2D mode, the DSP provides enhanced audio effects like
chorus, reverb, and distortion. In 3D mode, it processes
3D-positional audio (e.g., A3D, DirectSound3D, EAX, Sensaura)
algorithms locally, removing that burden from the main CPU.
Inexpensive sound cards use the host CPU, which reduces performance
significantly, particularly during complex operations such as 3D
rendering. How many and which types of sound streams are hardware
accelerated is an important specification, depending on how you will
use the card. Aureal A3D2.0-based cards should provide hardware
acceleration for 16 or more A3D2.0 and 64 or more A3D1.0 sound
streams. A Creative Labs AEX card should accelerate 64 or more EAX
sound streams. Any accelerated sound card should accelerate 32 or
more DS and DS3D sound streams in hardware.
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