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What's Up With Computer Audio?

Mr.Tweak writes "Last month during QuakeCon it became clearly apparent that computer audio has become somewhat of a forgotten component in the computer industry when talking to gamers and listening to companies at the gaming event. We'll present some benchmark numbers of five different sound solutions as well as provide commentary along the way on our thoughts of computer audio solutions and what should be done to improve things using nVidia's SoundStorm APU as an example."

327 comments

  1. My current setup by konichiwa · · Score: 1, Funny

    It's a little hollow sometimes, but it's cheap and effective! You have to crank it though:

    sweet

    --
    Never argue with an idiot, he'll just lower you to his level and beat you with experience.
  2. Pfffft... whatever! by TWX · · Score: 5, Interesting

    All you need is an FM-synth card and the midi that was used in the original DOOM to get your adrenaline going while gaming!

    No game since has ever matched DOOM/DOOM2's music effect upon the player, in my opinion.

    --
    Do not look into laser with remaining eye.
  3. article page 1 by Anonymous Coward · · Score: 4, Informative

    The forgotten component - What's up with computer audio?
    Author: Cameron Wilmot
    Editor: Steve Dougherty
    Category: Audio
    Created: 06/09/2004

    What's up with computer audio? - Page 1 [Introduction]

    Introduction

    Last month during QuakeCon near Dallas, Texas in the United States it became clearly apparent to me that computer audio has become somewhat of a forgotten component in the computer industry when talking to gamers and listening to companies at the gaming event.

    When nVidia released the mighty onboard SoundStorm APU (Audio Processing Unit) back with their nForce chipset for the Athlon XP platform, gamers and general PC enthusiasts around the world were thrilled and thought they were in for a change for the years ahead as far as cinematic quality computer audio goes. It seems like they were wrong though as nVidia basically confirmed at QuakeCon that the hardware powered SoundStorm APU which is the only sound solution capable of encoding Dolby Digital (or AC-3) on the fly would not be part of the upcoming nForce4 chipset. When nVidia let this news out to gamers in the crowd, it was clear that the group was thoroughly disappointed.

    Not only was the nVidia SoundStorm APU the only sound solution capable of encoding Dolby Digital on the fly (which produces true and accurate 5.1 surround sound via either optical or digital coaxial cable to a set of computer speakers supporting these connections or to an external amplifier), it was also hardware accelerated meaning it does not chew up precise CPU cycles like other inferior onboard solutions which in turn reduces frames per second and do not have the ability to send separate digital signals to anymore than two channels. You'll get 5.1 sound using three analog cables but this type of setup is nowhere near as impressive or realistic as what the SoundStorm produces.

    But you might as well forget about high quality and impressive sound solutions such as the SoundStorm as nVidia and their motherboard partners in Taiwan don't seem to think this type of quality sound solution is important to consumers. If you can't justify spending hundreds of dollars on an external PCI sound card from companies like Creative, Phillips or Terratec (which is very understandable), also taking into account that all these sound solutions don't offer on the fly hardware encoding of Dolby Digital, you'll need to stick with the cheap and nasty onboard solutions from companies such as Cmedia and Realtek. While these onboard solutions have improved a little over the past few years as far as CPU utilization and general sound quality production goes, computer users deserve much better.

    Steve (our news poster and resident SoundStorm expert) and I collected a total of five different sound solutions including onboard SoundStorm via the ABIT NF7-S motherboard, Terratec Sixpack 5.1+, Sound Blaster Live! Value, Sound Blaster Audigy2 ZS Platinum Pro and a cheap Cmedia 8738 PCI sound card. We have then compared the true real-world performance (as hard as it was) of all five sound cards in a bunch of today's most popular games over an entire weekend via an expensive high-end Onkyo digital receiver and 5.1 Jamo speaker system . We'll present the benchmark numbers to you and the struggles involved in doing so as well as provide commentary along the way on our thoughts of computer audio solutions and what should be done.

    It's the forgotten computer component but we are hoping today we can help kick start the revival of computer audio for the better, highlighting a few key points which seem not important to most of the design and manufacturing leaders in the industry.

    1. Re:article page 1 by grumpygrodyguy · · Score: 3, Insightful

      But you might as well forget about high quality and impressive sound solutions such as the SoundStorm as nVidia and their motherboard partners in Taiwan don't seem to think this type of quality sound solution is important to consumers.

      This is pretty sad news.

      I have a $300 pair of headphones which simulate surround-sound along with my nForce2 mobo. I'm basically locked into upgrading with an nForce3 board in order to keep using these great headphones. (Because I need real-time dolby encoding in order to get surround in games w/ SP/DIF out).

      Maybe the problem isn't that audio is a "forgotten component". Maybe it's just another example of a company(Sony) charging outrageous and prohibitive fees to use a licensed(dolby) technology. =(

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    2. Re:article page 1 by Anonymous Coward · · Score: 0

      Why do you need AC3 encoding to do AC3 out? If the audio is Dolby Digital (AC3) then almost all soundcards these days can pass the AC3 stream straight through out via. SP-DIF, which you just hook upto your AC3 decoding amp. You don't have to do any sort of computation on the stream at all.

    3. Re:article page 1 by grumpygrodyguy · · Score: 1


      If the audio is Dolby Digital (AC3) then almost all soundcards...

      Correct, but to get surround sound with games the multi-channel analog output from the game needs to be encoded into dolby digital in order to use the SP/DIF out.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    4. Re:article page 1 by Zakabog · · Score: 1

      Can't you just get a good sound card? I'm pretty sure all the SB Live! and Audigy cards do real-time encoding. And you can get one on ebay for a decent price, for SP/DIF out you might need a Live! Drive but you're not locked into an nforce3.

    5. Re:article page 1 by rar · · Score: 1

      I'm pretty sure all the SB Live! and Audigy cards do real-time encoding.

      You are wrong. There are NO consumer-level soundcards except for the nvidia nforce 2 chipset that do dolby digital *encoding* (= you can listen to suround sound games on your dolby digital hardware, such a receiver).

      "Dolby digital" soundcards such as Audigy typically do dolby digital *decoding*, meaning that you can listen on dolby digital DVD:s without an external receiver. But you won't be able to use that to hook your computer up to your home cinema equipment to play games.

  4. Sounds almost like by Anonymous Coward · · Score: 1, Informative

    /. were doing the review :P

    I personally got the cheap Chaintech card based on the VIA ENVY24 chip. It panoolies Creative's lineup for overall sound quality any day of the week, though if you REALLY want EAX you have to get one of their cards. But I'd say it's not worth it - with this one I'm able to discern lyrics and finer details of music that never came out on an SB Live.

  5. It Just Works by Tewley · · Score: 5, Insightful

    Maybe for most people it's nice to have one component that just works as advertised, and doesn't necessarily need to be replaced with an expensive upgrade every 2 years. Not to cast aspersions on the geek's need to endlessly tinker, but don't we have our hands full already with graphic cards, processors, memory, etc.?

    1. Re:It Just Works by Anonymous Coward · · Score: 0

      A men. I don't see the need to 128 bit/200 khz/50 channel digital audio. What I would like to see is standardization on the hardware end and on the software end (why doesn't the unix world have a standard protocol or open source server for all audio yet? Windows seems to.). Don't get me started about audio/video formats. You know what I'll say anyway.

    2. Re:It Just Works by CanadianCrackPot · · Score: 3, Insightful

      Indeed I was content to leave the onbaord sound alone on my new computer that I got a few months ago. However when I noticed sound distortions when playing music under OSS after about 20s I got wondering. I eventually gave up trying to fix the problem and put my SBLive! value in and disabled the onboard sound. I haven't had a problem since. That card is 5 years old and proves the maxim "If it ain't broke don't fix it".

      --
      Good programmers drink beer to relieve job stress.
      Great programmers drink hard liquor and work best hungover.
    3. Re:It Just Works by antiMStroll · · Score: 1

      No. Proper positional audio is as important for an FPS on-line gamer as anti-aliasing. Scratch that, it's more important unless the goal is to die fast and pretty. 400 frames per second in UT doesn't inform that someone's behind you.

    4. Re:It Just Works by badasscat · · Score: 1

      No. Proper positional audio is as important for an FPS on-line gamer as anti-aliasing. Scratch that, it's more important unless the goal is to die fast and pretty. 400 frames per second in UT doesn't inform that someone's behind you.

      Uh... hear a monster, see nothing in front of you, where do you think it is? Stereo can reproduce side sounds fine, so it's pretty easy for most people to figure out where something is in a game just with stereo (if you don't see it, it's either on the side from which you hear it or it's behind you).

      I'm sure positional audio is nice and everything, but as a stereo audio user I've never missed it. I say that as someone who's got the full Dolby Digital/DTS setup for my home theater and would never do with any less. But my PC is already so saddled with wires and so expensive to maintain and upgrade that more than two speakers would require a real compelling case for me to upgrade. And hearing monsters behind me in an fps is not a compelling case for spending hundreds of dollars and making a complete mess of my living room (where my main PC is).

      You know, I firmly believe that eventually we will all be using our computers hooked up to our home theater systems on our 1920x1280-native 60" plasma (or whatever current tech) screens through the included DVI input. And that'll be great for gaming, for entertainment, and whatever else. But for now, to me and apparently a lot of other people, having two separate 5.1 or 7.1 speaker setups in your house seems a little excessive. Especially when gaming is not even the primary thing most people do with their PC's (and neither is watching DVD's).

    5. Re:It Just Works by moonbender · · Score: 1

      And hearing monsters behind me in an fps is not a compelling case for spending hundreds of dollars and making a complete mess of my living room (where my main PC is).

      Agreed on the mess issue - it's a pain to install surround sound if the room isn't already set up in a way that suits it. But you really don't need to spend hundreds of dollars on a surround sound system. Most sound cards - including many onboard ones - support surround sound. And decent computer surround speakers by Creative, Logitech or whatever go for less than $100 (I bought mine for 70 Euros half a year ago), with the not-so-good noname sets going for 50 bucks.

      --
      Switch back to Slashdot's D1 system.
    6. Re:It Just Works by Anonymous Coward · · Score: 0

      why doesn't the unix world have a standard protocol or open source server for all audio yet?

      Because Linux on the desktop is a joke. There is one small hope though. As far as games go, the safe money is on OpenAL. It is to sound what OpenGL is for graphics. I believe the ALSA developers are working on providing a proper OpenAL -> ALSA brige that will let ALSA drivers do proper hardware 3D position audio. Drivers for the old Aureal Vortex cards will be able to take advantage of it (Among others)

  6. Creative and mainboard makers is what happened. by Ryokurin · · Score: 5, Interesting

    If you think about it what has Creative done to anyone who has made a decent card in the past few years? they either sued them to the brink of death (Aureal), or acquired all the technologies that other developers used (sensaura) (sp?)

    the only other real alternative was Nvidia which basically is suffering from cheap mainboard manufactures who wont spend the extra 50 cents on a decent DAC. the vast majority of boards with it are nowhere near soundstorm certified, thus its removal from A64 boards. I expect Intel to go the same way with their new chipset coming out too.

    1. Re:Creative and mainboard makers is what happened. by Mateito · · Score: 3, Informative

      I've got an Abit NB-7S (?) with the Non-soundstorm certified Nvidia 5.1 chipset.

      Kicks serious arse. Runs into my 5.1 amp and off to my JBL speakers and Yamaha subwoofer. Runs my whole home entertainment system. No problems with cross talk, hiss or noise.

      Recomended.

    2. Re:Creative and mainboard makers is what happened. by karnal · · Score: 3, Interesting

      Are you running that on a digital out?

      I know that when you want to do 5.1 "the right way" from a computer, you're going to bypass the DAC that's in the sound board to send the audio directly to the receiver. In my estimation, every sound card (onboard or what not) is about on par with very good quality this way, since the onboard DAC isn't sending amplified trace noise out of the board.

      I've got a TB Santa Cruz in my machine (still about 50$ or so from your local retailer) and it kicks butt on it's analog outs -- I use a set of promedia 2.1's which were admittedly expensive, but good price/performance when compared to me buying a stand-alone reciever, speakers and sub. I haven't really found a good on-board solution that has (to me) no perceptible noise when pumping it through this set-up of mine.

      I would love to buy a digital solution, but the 2.1's work fine for me, and while I'd like 5.1 sound, I just wouldn't see too much benefit from it... (not a hardcore gamer, more of a music afficiando[sp?]....)

      --
      Karnal
    3. Re:Creative and mainboard makers is what happened. by EastCoaster · · Score: 1

      I have always hated Creative Labs (Oxymoron). The last time they were creative, the SB16 was the deal. I hate thier bloat-ware drivers and studio of useless audio apps. Is it me or do the "features" in the Creative Studio or whatever it is called today seem like an advertisement? There is nothing useful in the extras either.

    4. Re:Creative and mainboard makers is what happened. by Mateito · · Score: 2, Interesting
      Are you running that on a digital out?

      No, I'm not.

      I don't have a 5.1 per sé, rather a couple of very good bi-channel amps: JVC 65Wx2 RMS power amp running front left and right, a JBL 55Wx2 RMS reciever running the surrounds + an 8" 80W powered yamaha sub. The center channel is mixed into the left and right using a Mackie 1202 mixingdesk, meaning I'm really only running a 4.1 system. Short of reducing the size of the sweet spot, there isn't a practical difference.

      Front speakers are two way built from a kit and use polk drivers. Not the best speakers in the world, but when combined with the subwoofer (the weakest part of the system). The sub handles the +1 channel plus some of the roll-off from the L+C+R using an active cross-over.

      Surrounds are JBL 3 way book shelves that nicely match the amp. Don't handle as much power as the fronts, but cover a wider range.

      Yeah, its not an ideal system, being cobbled out of bits and pieces I've collected over the last 15 years, but it shits over the "all in one DVD+amp" 5.1 systems some of my friends have bought.

      The on-board DACs a fine for theatre. Maybe they'd lose some definition on the highs for classical music, but given that I use my 10 year-old rock solid Sony CD-player for audio, and that I don't listen to classical music, I wouldn't know.

    5. Re:Creative and mainboard makers is what happened. by himitsu · · Score: 1

      Before buying a mobo with Soundstorm I was using a Creative Audigy Gamer (version I). I had used Creative cards in the past and never had any problems. I bought the Audigy because the box said prominently "Compatible with Windows XP" and I had had problems with unsigned drivers before.

      When I got home the card wouldn't install, and after a few hours scanning message boards I found out that Creative had neglected to make an XP driver, and recommended that I use the Win98 driver until they released one. So, for a year I had no driver, then I found the kX Project, a win32 port of the emu10k linux driver. It worked better than the driver Creative eventually released, but it didn't support true 5.1 audio (the reason I bought the Audigy to begin with).

      I just got my new mobo a month ago, and I'm already more impressed by the job nVidia did with onboard audio than the job Creative did with an expensive PCI card.

    6. Re:Creative and mainboard makers is what happened. by Werrismys · · Score: 1, Troll
      Creative has made nothing but crap. This is not a troll.

      The original SB was total crap, SB Pro was little better. SB16 was kinda ok BUT the actual manufacture left everything to be desired. The card had to be carefully placed to minimize the amount of 50Hz hum and other anomalies from the PC hardware around it.

      The Sb Live! was touted as a new world but it was crap. It broke the PCI spec, the drivers were useless, we had to wait over a year for a really working Windows 2000 driver and on Linux side the situation was even worse. It either worked, or didn't. Or messed with some other PCI device. Sb Live! was a sub-par kludge that totally and utterly destroyed any intent I ever had to purchasing another Creative device, ever.

      I haven't tried the Audigy, but because of their track record I believe it sucks as well. I bought a Hercules instead, never have had any trouble, the sound is actually tolerable, and this is a low-end Hercules. Had I bought a Turtle Beach or one of those nice boxed external Hercules devices, I'd be in heaven.

      AMD, VIA, Creative ... crap for the masses. I want things to Just Work.

      --
      'Once scientists, even the dim-witted social scientists, get muzzled, the Western Civilization is finished.' - oldhack
    7. Re:Creative and mainboard makers is what happened. by Sivar · · Score: 2, Insightful

      Agreed about Creative. Their drivers have consistantly been a steaming pile of dingo's kidneys (having been the one cause of system crashes on my Windows 2000 system for quite a while) and the software that comes with them is worse--not only is it crap, but it is horribly bloated and excessively flashy. The Audigy 2 is advertised as a "high-end" soundcard but the software lacks even the most basic functionality, such as directing bass to anything other than the subwoofer. (Some of us have real speakers, "Creative"!).
      While I do not know if Creative has ever submitted a driver for WHQL certification, even Microsoft's rather low standards (e.g. the WHQL ATI drivers that would cause data corruption if "Advanced performance" was turned on for the hard drives...eh?) wouldn't allow for Creative's garbage to pass the first level of QA. Either their programmers are insanely rushed or they are completely incompetent.
      (as a side note, I agree that VIA is crap, but would say that it is foolish to grant the same title to AMD, which has had no product recalls in many years and has had faster, better designed products for years [including processors and FLASH ram, but probably not chipsets]).

      --
      Computer Science is no more about computers than astronomy is about telescopes. --E. W. Dijkstra
    8. Re:Creative and mainboard makers is what happened. by canavan · · Score: 1

      In my estimation, every sound card (onboard or what not) is about on par with very good quality this way, since the onboard DAC isn't sending amplified trace noise out of the board.

      You're right about analog noise, but sadly there are too many soundcards with digital output that support only one output frequency (i.e. either 44.1kHz or 48kHz). This makes it much easier to mix analog and digital sources to one output, but introduces artifacts due to more or less shoddy resampling - and some even show artifacts when you feed them at their preset output frequency because they resample even that.

    9. Re:Creative and mainboard makers is what happened. by delus10n0 · · Score: 0, Offtopic

      The nForce2's 5.1 Dolby Digital SP/DIF output is amazing.

      Why hasn't anyone else made a 5.1/7.1 card with SP/DIF out (and not just a DVD passthrough?) Also, you can forget creative, because I've never had their hardware work correctly with my machine, and the fact that they won't let me download drivers/software for my Audigy Platinum in Windows XP for free just makes me hate them all the more.

      --
      Not All Who Wander Are Lost
    10. Re:Creative and mainboard makers is what happened. by mrklin · · Score: 1
      Hate to tell you but while JBL makes a lot of speakers it really does not make any of note, Yamaha does not make any good subwoofers either.

      Before anyone chimes in with audiophile Nazi esoteric shit ($10k speaker cables, anyone?), my Magnepan planars are only $500 a pair.

    11. Re:Creative and mainboard makers is what happened. by xsupergr0verx · · Score: 1

      I just threw away my Audigy Gamer. Bought it from a friend for $20 cause he couldn't get it to work. Threw it away. Devil card that is.

      However, my newschool Audigy LS rocks it to Russia.

      --

      Click here for a free picture of an iPod!
    12. Re:Creative and mainboard makers is what happened. by Mateito · · Score: 1

      Agreed. 100%

      These JBLs are dead flat from about 55Hz to 18kHz. -3db is around 40Hz. Below that they fall off pretty quickly. I can't hear anything above about 15kHz anyway thanks to a mispent youth playing in garage bands.

      The yamaha subwoofer won't win any awards either.. it has an obvious resonance at around 45Hz, but I filter that out with the active Xover. It definitely serves to add the "boom" to explosions in movies, and nicely emphasises the kick drum in rock music. I don't need more than that at the moment.

      I'm running OFHC speaker cable, but its the $3 a meter stuff.

      I should mention that I live in an apartment with concrete walls. There is a limit to what I can achieve without glueing up egg-cartons or hanging curtains.

    13. Re:Creative and mainboard makers is what happened. by delus10n0 · · Score: 1

      Ok, how was I off-topic?

      Wow.

      --
      Not All Who Wander Are Lost
  7. ReallY? Not my experience at Quakecon. by cravey · · Score: 4, Interesting

    While I was at Quakecon (with it's roughly 10 vendors) I saw new games with amazing sounds and at least two vendors who were hyping their audio technology. They had 5.1 headphones and some incredible THX speakers from Creative. When playing Doom3 with a good audio system, I had an audio experience unlike that of any other game i've ever played.
    Admittedly, there were not many vendors, but saying that audio is a forgotten component just doesn't reflect the reality of Quakecon. Or are you just trying to get readers?
    Perhaps you've just noticed that reflex and knowing the maps better than your opponent are more important that hearing your bullets hit him?

    1. Re:ReallY? Not my experience at Quakecon. by FrostedWheat · · Score: 5, Funny

      They had 5.1 headphones

      Excellent, finally a product for us people with 5.1 ears!

    2. Re:ReallY? Not my experience at Quakecon. by bob+beta · · Score: 1

      Yes, but the 5.1 sticker on the headphones makes up for that.

    3. Re:ReallY? Not my experience at Quakecon. by g0at · · Score: 3, Funny

      "5.1 headphones"? Can someone explain this to me?

      Last I checked, most humans have two ears, and one headphone goes over each ear. What about the other 3.1?

      -ben

    4. Re:ReallY? Not my experience at Quakecon. by Anonymous Coward · · Score: 0

      Humans can tell position even with one ear.

    5. Re:ReallY? Not my experience at Quakecon. by g0at · · Score: 1

      Not surprising, since things like phase shift and whatnot could be decoded from a composite wave.

      But that doesn't address my question at all.

      -ben

    6. Re:ReallY? Not my experience at Quakecon. by Jeremy+Erwin · · Score: 2, Informative

      There are two varieties of "5.1" headphones-- one incorporates multiple drivers, so that each ear is subjected to an anterior speaker, a main speaker, and a posterior speaker. The other variety uses head related transfer functions to approximate surround sound on ordinary headphones.

      See this paper for more details, including circuit board layouts and a bit of math.

    7. Re:ReallY? Not my experience at Quakecon. by Anonymous Coward · · Score: 0

      I think how it works is that there's three separate drivers in each earpiece, one pair for front L/R, one for back L/R, and one for center. How they do the subwoofer part of 5.1 I have no idea.

      From what I've heard, they don't sound as good as an equivelently priced set of normal headphones.

    8. Re:ReallY? Not my experience at Quakecon. by shirai · · Score: 4, Informative

      This is not as funny as it seems.

      The latest issue of Widescreen Review Magazine reviews a new "virtual speakers through headphones" technology and rates them as *completely transparent* and a revolutionary technology. Those of you who don't know, Widescreen Review is one of the most critical and technical magazines out there. They are the guys who first promoted DTS as better than Dolby Digital and championed it in the industry. A fact, many now agree with but at the time, DTS was poo-pooed as sounding the same as Dolby Digital. Gary Reber, who did the review, is an influential person in the industry.

      The new headphones do two things different:

      1. They measure in-ear results and tailor the sound for each user. This is done automatically (test signal sequences and such) and not in a lab. There are default settings but they sound a lot like what you get from the typical 5.1 virtualization which sound fake or like the sound is coming inside your head.

      2. They headphones measure which way is forward. In normal virtualization, as soon as you move your head, the virtual sound is immediately made false. This is because the sound moves with your head. In this new technology, if you turn your head left/right, the sound is still locked in place, towards the screen/monitor.

      Finally, Gary Reber and a bunch of test experts themselves could not tell the difference between their very expensive speaker/amp setups (In the tens of thousands) and their headphone setup. They were walking around the room, up to speakers, etc. and were having a hard time. And Gary himself admits he didn't even want to take the review at first because it sounded gimicky.

      Of course, to get the sound of that room and the speakers, you have to "set up" the headphones in that room because it uses the speaker system and in ear results to make adjustments to the sound. But wouldn't it be awesome to have a reference room to make measurements in (say the audiophile store in the city center), then come back home, and play games or watch movies with the equivalent of $100,000 speakers that the experts can't tell the difference with?

      You bet.

      I'm excited about this and it is all software that is to be licensed. It is going to be expensive at first but I can see this being the killer consumer technology of the future.

      --
      Sunny

      Be my Friend

    9. Re:ReallY? Not my experience at Quakecon. by Tzarius · · Score: 1

      AAARGH! Links please! (or at least some names!)

      You pique my interest with that talk of true surround sound headphones, that compensate for head turning, and all this magical stuff, AND YOU DON'T SAY WHO MAKES THEM?!!

      You, sir, are a cruel individual.

    10. Re:ReallY? Not my experience at Quakecon. by Zakabog · · Score: 1

      Actually the 5.1 headphones the grandparent is refering to do not do any of the stuff you mentioned. They have 6 speakers in them and 3 inputs (front, back and sub.) They're the Zalman 5.1 headphones and I think they're around $60, they seem pretty cool but I like my Bose headphones much much better.

    11. Re:ReallY? Not my experience at Quakecon. by duffahtolla · · Score: 1
      AAARGH! Links please! (or at least some names!)

      magical headphone driver review

      Unrelated product: Zalmans 5.1 headphones

    12. Re:ReallY? Not my experience at Quakecon. by baker_tony · · Score: 0
      Yeah, I got a pair of those Zalman's and Audigy 2 sound card.

      Been playing Doom3 with that setup. Recommended.

      Wouldn't say they are better than a £50,000 speaker setup, but great hearing monsters behind you and doesn't annoy the flatmates ;-)

  8. i disagree by zippo01 · · Score: 0, Insightful

    You can get audio on you computer just as good as anything else. There are only so many standarts. 5.1 6.0, both have cards, "SB live 5.1 FOREVER". The speaker systems, are very good. I myself have the Logiteck THX system. very nice. Loader them most home systems, and great sound quality. There really isn't much to change untill they come out with a new standart....

  9. Computers have Sound? by Anonymous Coward · · Score: 0

    I must have missed this feature, all my porn watching is in the middle of the night so I do not disturb my wife with my wanking. SHE must have disabled the sound!!!

  10. article page 2 by Anonymous Coward · · Score: 4, Informative

    What's up with computer audio? - Page 2 [What is so good about SoundStorm?]

    What is so good about SoundStorm?

    The best place to start is discussing exactly what is so good about SoundStorm and why it should be considered the benchmark for computer audio. In an ideal world, the standards the SoundStorm produce should be just that, the standard - and then we should be seeing improvements over those base standards much more often than we do at the moment.

    First and foremost, the beauty of the nVidia SoundStorm APU is that it is capable of encoding Dolby Digital 5.1 on the fly via hardware acceleration and not software (CPU). This means that in any games you play and as long as you are using optical or digital coaxial cable with your surround sound speakers (anything above 2.1 channels), the hardware APU will do the intensive job of reproducing the sound from the game to Dolby Digital 5.1 or AC-3 so you get proper positional surround sound.

    No other computer sound solution on the market is capable of doing this - Creative can do this with their EAX positional surround sound via enhancing the signal along analog cables (and others can do the same type of thing with Microsoft DirectSound 3D and less so A3D these days) but it will only work in games which support EAX (and DirectSound 3D via DirectX and A3D) and it's not as good as Dolby Digital in terms of true cinematic realistic positional sound. Onboard sound solutions utilizing their digital SPDIF output (whether it be optical or coaxial, depending on what the manufacturer chooses to go for) can only output to the front two speakers as without an encoded 5.1 signal from the computer end beforehand, what is being sent through your digital optical/coax cable is limited to stereo (two channels) of sound... so you can kiss your surround sound in games goodbye. The only way you can achieve proper positional surround sound in gaming with all other sound solutions on the market apart from the mighty SoundStorm is to utilize their analogue outputs (centre/sub, front, & rear jacks) but then it is not digital so you don't get the true to life effects of proper digital.

    Gaming companies could (in theory) implement a feature within their titles for RAW Dolby Digital 5.1 to be outputted as you play but for all sound solutions that don't have real-time hardware Dolby Digital encoding capabilities, it means your CPU would be taking a massive hit, making the game run like a dog. The beauty of SoundStorm is that it takes the hit off your CPU with the encoding on the fly and does it with its own APU in isolated hardware. Some brand new AC'97 2.3 audio codec's are said to be able to provide Dolby Digital encoding capabilities but it is done via software which means your CPU does all the work and the performance hit of performing such an intensive task would be bad and we aren't even sure if it will be on the fly like SoundStorm.

    The only time other sound solutions that are able to play back a pure DTS or Dolby Digital 5.1 signal is when it is already in RAW format at the computer end - like when you play a DVD with PowerDVD. This software has an option in the settings to allow your audio to be outputted in a RAW untouched format called "SPDIF". It's merely a pass-through of untouched audio content on the DVD. The amplifier gets the signal that way, and decodes it by itself, which is exactly the same principle as that of a standalone DVD player connected to your amplifier in a home entertainment setup.

    The final point about why the SoundStorm is so good is the fact that it does all its audio processing via its own hardware controller which is a more expensive design. Cheap onboard solutions from companies such as Cmedia and Realtek rely on the CPU to take care of all the audio processing tasks. Since valuable CPU cycles are being used up, your overall frames per second will be reduced. When you play games such as Battlefield Vietnam (which is one of the most impressive games I have played as far as sound goes) you really notice the d

  11. As a sound tech... by Dominatus · · Score: 4, Interesting

    Right now I currently work as a sound tech in college, and I can attest that the "problem" is not just in the computer realm. Very rarely do people care about excellent sound quality, though video quality is almost always something people are picky about. There's probably several reasons for this, but I think a lot of it has to do with people being tone deaf and putting their sight above their hearing in importance.

    1. Re:As a sound tech... by justkarl · · Score: 3, Insightful

      There's probably several reasons for this, but I think a lot of it has to do with people being tone deaf and putting their sight above their hearing in importance.

      I'd like to butt in, if I could, and really, you'll probably just end up agreeing with me here, but as a producer who dosen't play games on his computer(please don't kick me out), I care little about video and all about sound. "The Problem" for me is that I can't get high-quality sound equip for my computer without shelling some serious grip. But look at what's happened to the cost of video cards over the last 5 years! We sound dorks need innovation, too!

    2. Re:As a sound tech... by Erwos · · Score: 1

      "But look at what's happened to the cost of video cards over the last 5 years!"

      They've gone up, actually. Top of the line used to be a $150 TNT card. It's progressed to $600 GeForceFX 6800U.

      -Erwos

      --
      Plausible conjecture should not be misrepresented as proof positive.
    3. Re:As a sound tech... by fitten · · Score: 1

      I usually use the built-in sound on motherboards I buy for gaming. When I rip my own CDs, I rip them in very high quality.

      When I am listening to music, I want good music. When I'm playing a game, I want good graphics. If I'm playing a game, say Doom3, and the sound isn't that great but the frame rate and quality is good, I can have fun. If the frame rate is good but there is no sound, I can still play the game and have a reasonably good time. It doesn't matter how good the sound is, it won't make up for having 10 FPS and trying to play the game.

    4. Re:As a sound tech... by back_pages · · Score: 1
      Not sure exactly what constitutes high-quality sound equip in your mind, but I run my computer through a mixer and into my home audio system. My scene is home/hobby digital audio music recording. I think I have 5.1 mixing capability on my soundcard but I don't use it.

      I really don't understand why people shell out so much money for the entirely crappy speakers from Creative or for these other "computer" sound systems. If you're willing to pay for quality audio, then you will be buying quality audio equipment, not some chintzy computer speakers to "Boost your gaming performance!!!"

    5. Re:As a sound tech... by imsabbel · · Score: 1

      yeah, As if 350$ voodoo2s or 500$ geforece2 ultras or 400$ matrox millenium cards never existed....
      If you pick the most expensive card now, you should pick the most expensive of the corresponding time periode,too.

      --
      HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
    6. Re:As a sound tech... by multipartmixed · · Score: 1

      FWIW, I seem to remember the Diamond Viper being worth somewhere around $700 Canadian during its intro. And I remember selling some... Diamond FireGL (???) cards back in '96 or so when my cost was around $1500 CDN. I couldn't imagine *what the hell* that guy was doing with them, although I later learned he did some kind of graphics research at the local University.

      --

      Do daemons dream of electric sleep()?
    7. Re:As a sound tech... by the+quick+brown+fox · · Score: 1
      Actually there are a lot of ways to get good sound out of your computer for not much money. Just off the top of my head:

      Sound Blaster Audigy 2NX
      Echo Indigo

      I have a humble Sound Blaster MP3+ (USB sound card) hooked up to a somewhat high-end stereo system (B&W Matrix 805 speakers, Meridian 501 preamp and 556 amp) and it actually sounds pretty great. That's a $40 sound card that can hang with a $4500 stereo!

    8. Re:As a sound tech... by ImaLamer · · Score: 2, Informative

      Very rarely do people care about excellent sound quality, though video quality is almost always something people are picky about.

      I agree. While I don't have the phat cash like many out there on the 'net I've got particular taste. For example, my receiver used for watching movies cost more than my tv and dvd player (almost combined). While it isn't a several thousand dollar stereo system it works damn good. The worst thing about watching a DVD at a buddies house is the sound. I could care less about the *look* of the movie because the sound is what brings it all together.

      Case in point: Band of Brother (and Saving Private Ryan for that matter). Both had realistic sound for rifle fire. Bullets literally wizzed past your head, an effect only noticible with 5.1 (or better). If there isn't DTS or Dolby Digital, I don't care.

      That is really what got me hooked on DVD movies in the first place. The first time I saw a Star Trek movie in the local electronics store, I knew that hearing laser fire go past my face was the coolest.

      The desktop I'm sitting at now is a *ducks* eMachines (T3025). Now I've had these 4(.1) speakers for years (about 3) but no grip to get a 4 channel sound card. But since the mainboard (nForce) has 5.1 support I finally get to watch movies on my PC with a 5.1 experience. Nvidia has released their own sound mixer (NVMixer) which allows for downmixing, which gives me 5.1 through their speaker wizard. Simply tell it you've got x amount of speakers and it does the math (literally).

      With FPS games sound is important because if someone is shooting at you 5.1 will let you know where it's coming from. Sure, it's simulated on my machine but it works well through sofware emulation. Nforce boards are cheap, and many people knock them... but they do put out great sound.

    9. Re:As a sound tech... by Fnkmaster · · Score: 2, Informative
      The MP3+ is great in theory. The drivers suck though - the SPDIF in port doesn't work except for recording. No mixer support, so you can't hear what's coming in over the SPDIF line. This annoyance basically makes it worthless to me, since the whole reason I bought the damned thing was so I had a working TOSLink/SPDIF input port to pipe digital sound out from my XM PCR satellite radio (the analog noise with the XM PCR and my built in sound on the IDEQ 200N is beyond grating on the ears, I can't use it - dunno if it's the DAC on the PCR or the ADC on the IDEQ). Oh and the IDEQ 200N misrepresented its capabilities when I bought it - the SPDIF in port doesn't work either, apparently both SPDIF ports are output only.


      So I have an Audigy 2 NX on order now. Hopefully this solves my sound woes. Getting decent digital sound into my computer shouldn't have been this difficult or this expensive.

    10. Re:As a sound tech... by funkdancer · · Score: 1

      That should solve your problems; fwiw, my Audigy2 platinum has no problem playing back audio from a DAT audio recorder coming in via SPDIF. This is with the black front drive, it works great.

      --
      ISO certified == THX certified
    11. Re:As a sound tech... by Anonymous Coward · · Score: 0

      This is probably related to the fact that, like, 99,99,99% of our brain is devoted to processing vision and 0,0000000001% to the sound.

      Personally, if I became deaf this moment I don't think it would affect my world that much but if I were blinded I could as well go right ahead and kill myself.

    12. Re:As a sound tech... by Tim+Browse · · Score: 1
      The first time I saw a Star Trek movie in the local electronics store, I knew that hearing laser fire go past my face was the coolest.

      Anyone else find it amusing that a post demanding better quality sound uses the example of the 'sound' of laser fire 'going past'? :-)

    13. Re:As a sound tech... by ImaLamer · · Score: 1

      I don't get it...

      The sound made the lasers seem like they were going past my face...

      Bad choice of words? I'm from Ohio so that might explain it.

    14. Re:As a sound tech... by Tim+Browse · · Score: 1

      Sorry, I was being facetious.

      As anally retentive people will tell you, in terms of sound quality/accuracy:

      (a) There is no sound in space.
      (b) Even in an atmosphere, lasers don't make a noise as they go past you.
      (c) Lasers travel at the speed of light, so the chances of you being able to perceive them going past you per se, are remote.

      However, I'm not like that :).

      I *like* it that spaceships make a noise when they go past, etc.

  12. After a certain point, why bother? by carcosa30 · · Score: 4, Interesting

    Audio has a far lower point of diminishing returns than does, say, graphics.

    There's only so much fidelity you need for "Argghhhh" and "Kaboom" and "Zap."

    Let's take Doom3 as an example.

    Which would you rather have-- Doom3 on a Hammerfall pro audio card with a Voodoo2 or Doom3 on an Nvidia 6800 with a $20 Soundblaster Live?

    For me, there's no contest. I do happen to have an Audiophile pro card, but it's because I make music, not because of gaming. For music applications there are SCADS of high-end cards. I just don't think the typical user needs them, unless he's some bling-fanatic who defines himself by how many of the latest, blue-LEDest IPOD-things he has.

    --
    Intolerance for ambiguity is the mark of the authoritarian personality.
    1. Re:After a certain point, why bother? by interiot · · Score: 4, Informative

      Ahem. Set aside 15 minutes and digest this whitepaper. Computer audio is vastly more complicated than simply increasing sample rate and bits per sample, and decreasing SNR and THD. If Aureal had still been around, Creative would have certainly been encouraged to work harder on their drivers and hardware acceleration of this stuff.

    2. Re:After a certain point, why bother? by interiot · · Score: 1

      As for the question of how sound might be more beneficial than video for games... Very fast-paced FPS's in particular (eg. natural selection) require players to track multiple enemies at once, at times on the other side of a vent or door, and once you come out shooting, to take all of their actions into consideration at once. Particularly for higher-level players, audio can give you more information about where you should dodge than video can, simply because video can't see things to the side, behind, overhead, or below you, and it can't see through walls. Increasing the accuracy of a 3D wavetracer (likely via hardware acceleration) will provide players more information during a 500 millisecond firefight than video is able to.

    3. Re:After a certain point, why bother? by entrigant · · Score: 1

      Which would you rather have-- Doom3 on a Hammerfall pro audio card with a Voodoo2 or Doom3 on an Nvidia 6800 with a $20 Soundblaster Live?

      Um why whould I be forced to make this decision? Thats a rediculous question, because obviously I want doom3 on both. Audio is as important if not more important for immersion and suspense of disbelief in a fictional setting such as a game. The problem isn't that you don't need much for Argghhhh and Kaboom and Zap. The problem is many games only HAVE Argghhhh, Kaboom, and Zap. Why is that? Perhaps it's because quality sound cards are rare in most PC's. Either way, I would like better sound in hardware and in the game. Hell I want better sound to listen to music with. My PC has become my stereo.

    4. Re:After a certain point, why bother? by Lumpy · · Score: 2, Interesting

      Which would you rather have-- Doom3 on a Hammerfall pro audio card with a Voodoo2 or Doom3 on an Nvidia 6800 with a $20 Soundblaster Live?

      on the Live... because it's pure stupidity to use a low-end pro audio RECORDING card for playing back audio.

      the Hammerfall has ok playback circuitry that is not 5.1 capable, but it's indended design and pourpose is for recording and that is where all of it's value it.

      If you want something that is better than the live and can record only 2 channles of audio as good as a hammerfall I suggest you spend $39.00 on a Turtle Beach Santa Cruz pci sould card. it has the hammerfall's specs for a 2 channel recording, 5.1 playback soundcard.

      now excuse me while I hop in my bell ranger helicopter to go get my mail in the mailbox at the street.

      --
      Do not look at laser with remaining good eye.
    5. Re:After a certain point, why bother? by Anonymous Coward · · Score: 0

      That comparison is completely stupid. I can get a used geforce4mx for $20!

      how about these comparisons, which are much more accurate than yours:

      Doom3 on a top of the line SoundStorm system with geforce4 ti AND several hundred dollars in cash, or an Nvidia 6800 with no sound at all?

      Doom3 on SoundStorm and a voodoo2, or Doom3 on an Nvidia 6800 with $20 SoundBlaster Live and a Pentium 100?

      Your mom, or a mare?

  13. umm... by maxdamage · · Score: 1

    I love my soundstorm setup, just get the latest drivers and $100 speakers :D.

  14. My Setup by emazing · · Score: 0

    I love my Audigy 2 Plat with my Logitecth 5.1 (really high quality) speakers. I don't really use speakers much for gaming, but music sounds excellent. The audigy 2 has been basically at the top for what, two years now? Maybe it's not the hardware as much as it is the software. When I play a new game, I have yet to go, "wow, this sounds amazing." New games simply won't utilize a new tecnnology in sound hardware.

  15. My MOBO came with output jacks for 5.1 by callipygian-showsyst · · Score: 4, Informative
    My Soyo Dragon came with output jacks for 5.1. We do some pro audio work in our shop, so we've got them connected to some Mackie studio monitors: two HR824's for the front left/right, an HR626 in the center, two HR624s in the rear, and one of their subwoofers.

    It works pretty well. We use Adobe audition for the audio editing, and we have a near-pro setup for well under 6K total. Quite a bit cheaper than the old days!

    1. Re:My MOBO came with output jacks for 5.1 by dcstimm · · Score: 1

      But you dont understand how bad the performance of that chipset is. it's no where near the performance level of a SBlive or a audigy. when I build a PC for someone I almost feel bad giving them a intergrated sound card, even if its 6.1 and fancy looking.

    2. Re:My MOBO came with output jacks for 5.1 by DAldredge · · Score: 1

      He uses it to make money so it appears that he know how it performs. Saying otherwise is the same bullshit that brings us cables that 'sound' better when the are pluged in one way but not the other.

    3. Re:My MOBO came with output jacks for 5.1 by MrHanky · · Score: 1

      I've got a Soyo Dragon myself, and the sound card is far from high end. It might be a different model from the one you've got though (mine is a K7V Plus). Try just generating tones around 10000--17000 Hz, and you may notice the highs are incredibly distorted.

      But that shouldn't have any negative effect on your work, though. Adobe Audition works on the audio data files, and the file never even touches the audio card. The Soyo Dragon won't degrade the audio in any way, but it might mask some problems before the sound reaches those Mackies.

    4. Re:My MOBO came with output jacks for 5.1 by callipygian-showsyst · · Score: 1

      You *sure* it's not your speakers? I don't notice anything unusually bad. Those cheap sub-sats that people tend to use with PCs are probably doing more to screw up the audio than the sound card. D/A conversion is pretty much a solved problem....

    5. Re:My MOBO came with output jacks for 5.1 by MrHanky · · Score: 1

      I'm sure it's not my speakers. They are high quality stereo speakers. I hook my computer up to my stereo. But then, my amp has pretty low input impedance, so that could be the culprit; I'll have to try a different amp or headphones. (*testing*) Yes, the same problems are there with a set of ordinary PC speakers. Can't find any headphones.

      I don't really notice it as distortion while listening to music, though -- it's just not quite as good as my CD player (cheap old Marantz CD-63MkII).

    6. Re:My MOBO came with output jacks for 5.1 by recursiv · · Score: 1

      The ratio of money you spent on monitors versus audio interface for your computer must set some sort of world record. Mackie monitors, and your using the integrated sound IO in the mobo? I have a somewhat similar setup. ABIT NF7 motherboard (which has 5.1 outputs, Event monitors (lower class than Mackie), and Adobe Audition). I am using an M-Audio Audiophile 2496. I tried using the integrated inputs for recording, and I found them to be basically unusable for any serious work. Recording from those inputs adds a significant amount of noise to your signal, plus adds a DC bias. (though annoying, this can be mitigated to some degree) This type of behavior is pretty standard for integrated audio I/O on motherboards. It works well enough, but they cut corners to save costs, because most people don't have very high requirements.

      Quick comparison, S/N ratio:
      mobo: ~40dB
      audiophile: >80dB

      Considering the Audiophile and similar cards can be had for $100, unless the Soyo Dragon uses drastically non-standard audio I/O, I think a semi-professional sound card would be one of the best investments you could make, considering what other equipment you're working with. Of course, the Audiophile is only stereo, but there are plenty of serious audio interfaces to be had with 6 outputs or more.

      --
      I used to bulls-eye womp-rats in my pants
    7. Re:My MOBO came with output jacks for 5.1 by flsquirrel · · Score: 1

      Ummmm....is this where we should discuss the piss poor dacs that virtually all computer sound cards whether on board or add-on use? There are exceptions, but those are few and far between and are certainly not the rule. Should we also discuss the problems with rf/emi inside a computer case and what that will do to analog signals?

      Anyone that claims to be serious about pro audio production on their computer better be running digital outside their box into an external dac, especially if you think you really need mackies!

      Thinking parent poster must be deaf to not hear any problems with that setup.

    8. Re:My MOBO came with output jacks for 5.1 by ManxStef · · Score: 1

      Well said. Personally I find it almost offensive that someone would willingly use such a great speaker setup with such a crap source! ;)

      To do those Mackies proper justice I'd plug them into a serious mixer: ideally something like the Yamaha 02R (the version 2 24bit/96KHz one), which'll also do full 5.1 surround as good as anything you're likely to get without a dedicated monitor matrix system & router. And if he couldn't stretch to its heady pricetag - which I'd imagine, considering the cost of his monitoring system, wouldn't be _that_ expensive - then a second-hand 03D would suffice.

      Sheesh, the very least he could do would be to hook them up to a Hammerfall... :)

  16. PCI-E by Anonymous Coward · · Score: 0

    Isn't that supposed to eliminate (or at least minimize) all this contentious peripheral/bus hoo-hah?

  17. mirror by Janek+Kozicki · · Score: 4, Informative
    --
    #
    #\ @ ? Colonize Mars
    #
  18. Full Text up to page 6 by John+Hansen · · Score: 0, Redundant

    Well, TweakTown was promptly slashdotted, so here's the full text: What's up with computer audio? - Page 1 [Introduction] Introduction Last month during QuakeCon near Dallas, Texas in the United States it became clearly apparent to me that computer audio has become somewhat of a forgotten component in the computer industry when talking to gamers and listening to companies at the gaming event. When nVidia released the mighty onboard SoundStorm APU (Audio Processing Unit) back with their nForce chipset for the Athlon XP platform, gamers and general PC enthusiasts around the world were thrilled and thought they were in for a change for the years ahead as far as cinematic quality computer audio goes. It seems like they were wrong though as nVidia basically confirmed at QuakeCon that the hardware powered SoundStorm APU which is the only sound solution capable of encoding Dolby Digital (or AC-3) on the fly would not be part of the upcoming nForce4 chipset. When nVidia let this news out to gamers in the crowd, it was clear that the group was thoroughly disappointed. Not only was the nVidia SoundStorm APU the only sound solution capable of encoding Dolby Digital on the fly (which produces true and accurate 5.1 surround sound via either optical or digital coaxial cable to a set of computer speakers supporting these connections or to an external amplifier), it was also hardware accelerated meaning it does not chew up precise CPU cycles like other inferior onboard solutions which in turn reduces frames per second and do not have the ability to send separate digital signals to anymore than two channels. You'll get 5.1 sound using three analog cables but this type of setup is nowhere near as impressive or realistic as what the SoundStorm produces. But you might as well forget about high quality and impressive sound solutions such as the SoundStorm as nVidia and their motherboard partners in Taiwan don't seem to think this type of quality sound solution is important to consumers. If you can't justify spending hundreds of dollars on an external PCI sound card from companies like Creative, Phillips or Terratec (which is very understandable), also taking into account that all these sound solutions don't offer on the fly hardware encoding of Dolby Digital, you'll need to stick with the cheap and nasty onboard solutions from companies such as Cmedia and Realtek. While these onboard solutions have improved a little over the past few years as far as CPU utilization and general sound quality production goes, computer users deserve much better. Steve (our news poster and resident SoundStorm expert) and I collected a total of five different sound solutions including onboard SoundStorm via the ABIT NF7-S motherboard, Terratec Sixpack 5.1+, Sound Blaster Live! Value, Sound Blaster Audigy2 ZS Platinum Pro and a cheap Cmedia 8738 PCI sound card. We have then compared the true real-world performance (as hard as it was) of all five sound cards in a bunch of today's most popular games over an entire weekend via an expensive high-end Onkyo digital receiver and 5.1 Jamo speaker system . We'll present the benchmark numbers to you and the struggles involved in doing so as well as provide commentary along the way on our thoughts of computer audio solutions and what should be done. It's the forgotten computer component but we are hoping today we can help kick start the revival of computer audio for the better, highlighting a few key points which seem not important to most of the design and manufacturing leaders in the industry. What's up with computer audio? - Page 2 [What is so good about SoundStorm?] What is so good about SoundStorm? The best place to start is discussing exactly what is so good about SoundStorm and why it should be considered the benchmark for computer audio. In an ideal world, the standards the SoundStorm produce should be just that, the standard - and then we should be seeing improvements over those base standards much more often than we do at the moment. First and foremost, the beauty of the nVidia SoundStorm APU is th

    1. Re:Full Text up to page 6 by maxdamage · · Score: 0, Offtopic
      *coughcough<br>coughcough*
    2. Re:Full Text up to page 6 by John+Hansen · · Score: 2, Informative
      Shit. I forgot to format it.
      Ok, take two.
      Well, TweakTown was promptly slashdotted, so here's the full text:

      What's up with computer audio? - Page 1 [Introduction]

      Introduction

      Last month during QuakeCon near Dallas, Texas in the United States it became clearly apparent to me that computer audio has become somewhat of a forgotten component in the computer industry when talking to gamers and listening to companies at the gaming event.

      When nVidia released the mighty onboard SoundStorm APU (Audio Processing Unit) back with their nForce chipset for the Athlon XP platform, gamers and general PC enthusiasts around the world were thrilled and thought they were in for a change for the years ahead as far as cinematic quality computer audio goes. It seems like they were wrong though as nVidia basically confirmed at QuakeCon that the hardware powered SoundStorm APU which is the only sound solution capable of encoding Dolby Digital (or AC-3) on the fly would not be part of the upcoming nForce4 chipset. When nVidia let this news out to gamers in the crowd, it was clear that the group was thoroughly disappointed.

      Not only was the nVidia SoundStorm APU the only sound solution capable of encoding Dolby Digital on the fly (which produces true and accurate 5.1 surround sound via either optical or digital coaxial cable to a set of computer speakers supporting these connections or to an external amplifier), it was also hardware accelerated meaning it does not chew up precise CPU cycles like other inferior onboard solutions which in turn reduces frames per second and do not have the ability to send separate digital signals to anymore than two channels. You'll get 5.1 sound using three analog cables but this type of setup is nowhere near as impressive or realistic as what the SoundStorm produces.

      But you might as well forget about high quality and impressive sound solutions such as the SoundStorm as nVidia and their motherboard partners in Taiwan don't seem to think this type of quality sound solution is important to consumers. If you can't justify spending hundreds of dollars on an external PCI sound card from companies like Creative, Phillips or Terratec (which is very understandable), also taking into account that all these sound solutions don't offer on the fly hardware encoding of Dolby Digital, you'll need to stick with the cheap and nasty onboard solutions from companies such as Cmedia and Realtek. While these onboard solutions have improved a little over the past few years as far as CPU utilization and general sound quality production goes, computer users deserve much better.

      Steve (our news poster and resident SoundStorm expert) and I collected a total of five different sound solutions including onboard SoundStorm via the ABIT NF7-S motherboard, Terratec Sixpack 5.1+, Sound Blaster Live! Value, Sound Blaster Audigy2 ZS Platinum Pro and a cheap Cmedia 8738 PCI sound card. We have then compared the true real-world performance (as hard as it was) of all five sound cards in a bunch of today's most popular games over an entire weekend via an expensive high-end Onkyo digital receiver and 5.1 Jamo speaker system . We'll present the benchmark numbers to you and the struggles involved in doing so as well as provide commentary along the way on our thoughts of computer audio solutions and what should be done.

      It's the forgotten computer component but we are hoping today we can help kick start the revival of computer audio for the better, highlighting a few key points which seem not important to most of the design and manufacturing leaders in the industry.

      What's up with computer audio? - Page 2 [What is so good about SoundStorm?]

      What is so good about SoundStorm?

      The best place to start is discussing exactly what is so good about SoundStorm and why it should be considered the benchmark for computer audio. In an ideal world, the standards the SoundStorm produce should be just that, the standard - and then we should be seeing improvemen

  19. Re:I've not noticed any problems by Anonymous Coward · · Score: 0

    I don't know what a soundstorm audiosystem is...

    But I have one question for Slashdot....

    Is there an affordable sound card with OPTICAL or Coaxial DIGITAL (coax preferable) out that works well with Linux? I've been looking for one for ages, and there are some that exist, but I haven't heard any anecdotal evidence as to their working with Linux.

    The basic idea is to hook it to a surround receiver, and if a DD sound bitstream is being sent out (like from a game), it aught to be decoded in the receiver... Right?

    Is there any such thing that exists?

  20. Realistically by HuckleCom · · Score: 1, Funny

    Somebody should review cards with different headphones- cause everyone's mom yells at them to turn the volume down ;)

  21. Forgotten? by Anonymous Coward · · Score: 0

    We've had 3-positioning of sound on as many output channels as most people can handle, since the days of the SBLive! Maybe sound is forgotten because it's been delivering all we need and more in stock packages forever. I wish the same could be said for graphics.

  22. It's All Downhill by MBCook · · Score: 4, Interesting
    It's all been downhill since Aureal bit the dust, as far as I'm concerned.

    For many years there were advancements in sound back in the DOS days. You could make audio sound better with 16 bits, or 44.1khz. You could do wavetable systhesis so MIDI sounded realistic (at least compared to the beeps and boops of FM systhesis). There was advancement.

    Then CDs came. As games moved to CDs and hard drives got bigger, suddenly it was possible to play real music, and it didn't matter how good your MIDI was because the game producers could use real music. Now we see it in MP3s and Ogg files used to store the music.

    So for a long time, the sound world has been stagnate. Years ago we saw "3D" sound, but it never took off. Creative had EAX, which simulated it somehow, and Aureal had A3D which did wave-tracing or something like that. What I can tell you was that A3D was QUITE superior. But many games didn't use it, and it did have a CPU impact. People were more interested in better 3D graphics, sound didn't seem that important. Aureal eventually died and was bought by Creative Labs. As far as I know they haven't used any of the technology that they aquired.

    So without competition things stagnated. With Aureal dead, no one really cared about 3D sound. So all we've gotten is "standard" sound cards that do 2D. Sure you can get 5.1 and 7.1 and stuff, but nothing amazing. And worst of all, there are no drivers for my favorite soundcard for newer versions of Windows or for Linux (at least not without paying).

    So here we are. Aureal is dead, and people are starting to care again. Now all we have is Creative. There is no real competition. But now that Doom 3 supports it (HL2 probably will too) and it's claimed that you really need it for the best expiriance you can get, things will hopefully advance again. Now that graphics are very near "good enough", perhaps sound (which in many ways hasn't changed since the SB16 as far as today's games are concerned) will catch up.

    So long... Aureal.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:It's All Downhill by Billly+Gates · · Score: 1

      All 3d shooters use EAX or A3d.

      Its not dead and esential to hear 3d otherwise you will be fragged right behind with a buddies rocket.

    2. Re:It's All Downhill by thrash242 · · Score: 2, Informative

      MIDI has nothing to do with sound quality whatsoever. MIDI is note information. It can be used with FM synthesis, wavetables, samples, whatever.

      MIDI is used today in professional music studios. It's not limited to old video games.

      Just a nitpick...the rest of the post sounds (pun not intended) good.

    3. Re:It's All Downhill by 1qa2ws3ed · · Score: 1

      even doom3 has/will have eax support, now that creative can force any developer to use eax with their bogus patents...

    4. Re:It's All Downhill by runderwo · · Score: 2, Informative
      And worst of all, there are no drivers for my favorite soundcard for newer versions of Windows or for Linux (at least not without paying).
      What is your favorite soundcard? If you mean Aureal cards, they are supported by ALSA. Manuel Jander and Jeff Muizelaar reverse-engineered the closed source OSS driver and the Windows drivers, and produced hardware documentation as well as a ground-up ALSA re-implementation. Manuel even figured out the 3D side of things, but his questions asked on the OpenAL list regarding the development of an Aureal OpenAL driver revealed the true nature of "Open"AL:

      Garin Hiebert (Creative engineer):

      With OpenAL, the original idea was to include a variety of vendors who are not going to want to share all their core or extension code with one another to create a seamless experience across the hardware/software transition. For instance, Creative isn't going to share its EAX effect code to allow other vendors to adopt the feature at the same quality level. NVIDIA has their own capabilities and extensions that they aren't going to share with others as well...
      Manuel Jander:
      OK, that means that its not entirely a technical reason, rather more "political". Maybe one should do a fork to have a OpenAL variant backed only by technical argumentation.
      Garin Hiebert:
      Absolutely true. Creative would not have spent so much time on OpenAL if its purpose were to make our hardware irrelevant. Same with NVIDIA. Both companies want to enable APIs that help them sell hardware. Selling more Aureal boards on EBay doesn't serve either company's interest at all.
      There you have it, the reason we don't today have hardware accelerated 3D audio for Aureal cards. Pretty lame in my opinion, but that's the way it is when you have monopolies in charge of the standards.

      This stuff was posted on 8 Jan 2004 if you want to go back and read the thread.

    5. Re:It's All Downhill by timeOday · · Score: 1
      Now that graphics are very near "good enough", perhaps sound (which in many ways hasn't changed since the SB16 as far as today's games are concerned) will catch up.
      I don't think graphics are anywhere in the realm of "good enough." Everytime I get a window seat in an airplane, I look out the window as we descend over a city and wonder how computers will ever approach all that detail and complexity. And then there's the extremely narrow field of view on a computer.

      SB16 audio was already far, far closer to human perceptual abilities than graphics are now. You possess 240 million rods, 12 million cones, and exactly 2 eardrums.

    6. Re:It's All Downhill by fozzmeister · · Score: 1

      All doom sound processing is done on the cpu

    7. Re:It's All Downhill by Jeff+DeMaagd · · Score: 1

      I was saddened when Aureal went down. They weren't in business long enough for me to support them with a sound card purchase.

      They had come out of the Media Vision company when they decided that they couldn't compete in PCB manufacturing, so they did audio chip and software design. Although some of them were resource hungry (IIRC, my Memphis took 3 IRQs, two for two different kinds of sound, making it full duplex, and the third for SCSI), they were the most advanced at the time. They had a kick-ass VLB true color XGA video card which I could play multiple video streams simultaneously on a 486. Too bad they died before PCI & AGP, although I'm not totally sure if they would have survived the transition to 3D video cards. They might have, as the engineering team that made that video card went on to form 3DfX which had a decent run given the tech field.

    8. Re:It's All Downhill by Anonymous Coward · · Score: 0

      I think he's referring to how a lot of the advancements in early sound cards were mainly used to make the MIDI music in games sound better. After CDs became popular, MIDI (on PCs, at least) became irrelevant and sound card developers had less incentive to make better cards, since all they needed to do was playback WAV files.

    9. Re:It's All Downhill by moonbender · · Score: 1

      Yes. GP is still right, though - Doom 3 will have EAX eventually. AFAIK, Creative is working on that. Of course it might take a while and be of dubious quality, I don't know. They did this before, adding EAX to some game, although I don't recall which or how good of a job they did.

      --
      Switch back to Slashdot's D1 system.
    10. Re:It's All Downhill by MBCook · · Score: 1

      I understand. Games used to use MIDI sound tracks. They didn't sound that great because of the FM systhesis. Then we got wavetable, and things sounded better. But by about that time it started to get common to get REAL soundtracks (wav files, cd-audio, etc) which sounded better than the synthesised MIDI (even with wavetable). These days MIDI is only there because... it's there. It seems like next to no one uses MIDI anymore (in games).

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    11. Re:It's All Downhill by MBCook · · Score: 1
      Ah. The last time I looked was a few years ago when you still had to buy closed drivers from some company. The lack of 3D audio support for Aureal cards on Linux is sad, but it's not that much of a loss.

      PS: My favorite card was my Aureal 2 based Turtle Beach Montego A3D Xtreme Studio Edition (or something like that). I still have it. It had a little daughter board that had RCA and optical S/PDIF interfaces for in and out. Hook it to my MiniDisc player to copy things on, it was great. Too bad I could never get it to transfer the track markers...

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    12. Re:It's All Downhill by MBCook · · Score: 1
      True. But I think we are nearing the limits of what I can percieve at 1024x768. Sure we can make things better, but untill higher resolution monitors become more affordable for the majority of people, the apparent increase in graphics from each new generation will get smaller. Jumping from untextured flat light polygons (StarFox) to textured virtex light polygons (PS1 games) was a big jump. Going from Doom 3 to whatever is next won't seem nearly so large because many things look so good already.

      As a side note, my biggest complaints aren't the graphics but the logic behind them. How many times do you see someone's arm go into a wall when they run against it? It's a tiny thing, but fixing that (and people hair "cutting through" their shoulders, etc) will make graphics look better. But I don't think we are in for any more big leaps any time soon (unless someone comes up with a fast hardware raytracer or something).

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    13. Re:It's All Downhill by zerblat · · Score: 1
      You possess 240 million rods, 12 million cones, and exactly 2 eardrums.
      Yes, and you possess 40,000 hair cells, and exactly two lenses ;)

      But sure, the bandwidth of our vision is much larger than what our auditory system processes. However, when it comes to content creation, graphics have come a lot further than audio. There's lots of completely photorealistic artwork that has been created from scratch with computers. Compare that with any computer generated sound (that isn't based on samples).

      --
      Please alter my pants as fashion dictates.
    14. Re:It's All Downhill by 13Echo · · Score: 1

      Manuel Jander is an amazing hacker. I was using his ALSA drivers for a long time, until I broke down and got an Audigy 2 ZS for proper 5.1 support. Too bad that there were never any more Aureal cards that were publicly released with 5.1 support and better codecs and DACs. I love my SQ2500 (own like 4 of them), and my other Aureal cards. They're great cards if you want a simple but functional quadraphonic card for a Linux box... Has hardware mixing and hardware EQ as well.

    15. Re:It's All Downhill by thrash242 · · Score: 1

      Well, no, it's not generally used in games anymore, but it's used all the time in music production, which is what it was invented for--controlling synths, samplers, etc.

      The problem is not in MIDI, but the fact that MIDI playback quality depends on the hardward it's played back on.

      For that matter, FM synthesis is still used also.

    16. Re:It's All Downhill by Anonymous Coward · · Score: 0


      id is doing it. Creative blackmailed them into it with patent bullshit.

    17. Re:It's All Downhill by timeOday · · Score: 1
      As a side note, my biggest complaints aren't the graphics but the logic behind them. How many times do you see someone's arm go into a wall when they run against it? It's a tiny thing, but fixing that (and people hair "cutting through" their shoulders, etc) will make graphics look better.
      Well I certainly agree, though I think of that as a physical modeling problem rather than a graphics problem per se. Physics models in games are hardly even in their infancy. You're doing good if you can shatter a window or knock over a lamp. You can shoot off 100 rockets at a barn without making a dent. Even though I haven't played games recently I'm looking forward to see what Half Life 2 does with physics, and whether it contributes to game play.
    18. Re:It's All Downhill by scalveg · · Score: 1

      Whaaaaat?

      A3D was two things: an API and an algorithm for positioning a sound in 3D space. The API was essentially the same as Microsoft's DirectSound 3D, which is still used today. The difference, at the time, was the addition of a handful of functions to deal with the fact that Aureal's acceleration was in hardware, which was unsupported by DirectX at the time. These were particularly required due to the fact that the early 3D audio hardware supported an extremely limited number of 3D channels.

      Fast forward to the modern era, and you will find some things have changed. Microsoft's software 3D audio rendering takes a much, much smaller slice of the CPU due to faster processors. Microsoft (since DX5) has allowed hardware acceleration to DS3D, utterly obsoleting A3D as an API. Sensaura (recently purchased by Creative) has licensed their 3D positional audio algorithms to a large number of sound card and motherboard companies. Guillemot, Creative, I/O Magic, NVidia, Terratec, Philips, and other companies have continued to make sound cards (and chipsets) with various levels of hardware and software 3D positional audio.

      These days it's more difficult to tell where the hardware ends and the software begins due to motherboard design issues.

      But if you've been listening to stereo since Aureal went out of business, it's not your soundcard's fault.

      Chris Owens
      San Carlos, CA

    19. Re:It's All Downhill by Billly+Gates · · Score: 1

      Mod up!

      That is correct. Before the patent ID included EAX support by default.

      3d positioning audio is used on almost all games and if you have a soround sound system you can certainly notice it.

    20. Re:It's All Downhill by prefect42 · · Score: 1

      You are joking aren't you? We've not even got near to PAL/NTSC resolution 'perfect' quality. Until we can produce computer generated imagery at 800x600 that is indistinguishable from a live TV broadcast, we've got plenty of work left to do.

      --

      jh

  23. article page 3 (test setup) by Anonymous Coward · · Score: 4, Informative

    What's up with computer audio? - Page 3 [Benchmarks - Test System Setup and Comments]

    Test System System

    Processor(s): AMD Athlon XP-M 2600+ @ 3900+ (2.6GHz)
    Motherboard(s): ABIT NF7-S
    Memory(s): 2x 512MB Buffalo 2-2-2-5 BH-5 @ 221MHz
    Video Card(s): Gigabyte Radeon X800 XT PE 256MB (Supplied by Gigabyte)
    Hard Disk(s): 2 x 200GB Western Digital "JB" in RAID 0
    Sound Card(s): nVidia SoundStorm via ABIT NF7-S (hardware accelerated), Terratec Sixpack 5.1+ (hardware accelerated), Sound Blaster Live! Value (hardware accelerated), Sound Blaster Audigy2 ZS Platinum Pro (hardware accelerated) and Cmedia 8738 PCI (software)
    Operating System Used: Microsoft Windows 2000 SP4
    Drivers Used: nVidia nForce 4.27, ATI Catalyst 4.8, Cmedia v0644, nVidia Audio driver 4.42, Terratec 5.12.01.3057, AUDIGY2_1_84_50 and SBLive! 1.03.001

    We tested every game with a resolution of 1280 x 1024 with AA 4x / AF 8x forced on in the Windows control panel. Vertical Sync was disabled for all testing. Maximum sound detail was enabled where possible to make sure the SoundStorm was working the hardest - encoding Dolby Digital on the fly for true positional surround sound in all games. We also provided results with sound disabled to give you an idea of the overall impact of sound in games on frame rate.

    We quickly discovered that providing you guys with a 100% true and accurate measurement of sound card frames per second performance would be a tough job. While we cannot be 100% accurate, we opted for a pure real-world testing environment instead. Except for UT2004 and Q3A (our testing showed a good and consistent difference in results) we did not use any pre-recorded timedemos as we want to provide a true indication of performance - as tedious as it was. Instead for the rest of the games we fired up FRAPS and measured the average frames per second while we actually played the game each time.

    This is the part where we cannot be 100% accurate - we played the same stage in each game, shot the same amount of rockets, jumped the same amount of times and took the same line in the drag race but each time there were small inconsistencies which cannot be helped. This method of testing took us much longer (an entire weekend in total) than it would have if we used timedemos but the results are certainly truer than they would have been if we just timedemos.

    The fact that it was such a time consuming and tough job for us is another testament to the fact that computer audio is a forgotten component because there is hardly a fraction of the audio benchmarks available on the web as there are graphics benchmark software. Everyone makes a big deal out of a few frames per second difference between graphics cards, but why is there never any mention of the differences that can be achieved in that same few fps between various sound card solutions? Some new audio benchmark software would go along way to helping this situation! Any developers out there listening?

    Let's get started and see how the mighty SoundStorm shapes up against the competition. It is VERY IMPORTANT to remember although the SoundStorm is hardware optimized, it is working in several cases at least twice as hard as the other sound solutions due to the on the fly encoding of Dolby Digital from an original stereo format in all of the games. Plus the SoundStorm also supports a full 64 path sound environment meaning more sound effects were processed at the same time over other unsupported cards (Cmedia and Sound Blaster Live! Value).

    - x-empt

  24. Re:Pfffft... whatever! by Anonymous+Cowpat · · Score: 2, Insightful

    Disclaimer: I never played Doom1, or Doom2 & I've not played Doom3.

    So, I don't know how it compares, but the music on Diablo added an awful lot to the atmosphere. It's reasonably scary, and when it gets the sound of an angry charger put over it you end up almost jumping out of your seat.
    Oh, Total Annihilation had a great score, but it didn't actually do much for the game, it just sounded great.

    --
    FGD 135
  25. human limitations by Anonymous Coward · · Score: 0

    I think the problem is that human sight is very analytical and so it notices right away defects and "artifacts". When we listen to game audio, we are rarely as attuned to it as we are the graphics. As long as the sound is more or less accurate, we just sit there and take it for granted. Have you noticed how people are just fine listening to crappy radios or 64 kb/s encoded MP3's, yet they hate streaming video?

  26. Don't forget MP3s encoded at 96Kbs.... by Chordonblue · · Score: 1

    ...Presented in Crystal Clear(tm) DIGITAL sound!

    (Have to say 'DIGITAL' in all caps so it sounds more impressive)

    People are far more forgiving of bad bit quality than skips or pops. But no one should be surprised. After all, FM radio's quality ain't all that and TONS of people still listen to it everyday.

    I guess for most people 'Business Audio' will do.

    P.S. Business Audio is real. Compaq used to use this phrase on some of their desktops. They had the sound card AND speaker inside the case. No lie.

    --
    "...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
    1. Re:Don't forget MP3s encoded at 96Kbs.... by Detritus · · Score: 1
      Business Audio is real. Compaq used to use this phrase on some of their desktops. They had the sound card AND speaker inside the case. No lie.

      I think the only reason Compaq called it Business Audio was because of the common perception that audio was only useful for home users and playing games.

      --
      Mea navis aericumbens anguillis abundat
  27. Re:I've not noticed any problems by Anonymous Coward · · Score: 1, Informative

    Uhm, I don't know about your reciever, but as for coax --well, you can run coax off of any sound card line out. Go to your local Radio Whatever and explain that you want to go from your 1.5mm to coax. All you need is some adapters and then you can run that coax for a hell of a long way and still get a nice clean 900mhz line-out signal. I have some extra adapters sitting upstairs, but I'm not going to give them to you.
    I use a lot of these around the house. I use coax 8-way splitters to take the signal around the room and into a few different rooms so I can use small amps. Sounds so damn good. It all comes from a sound card or a little teenie MP3 player if the PC is down and goes into a plain old coax splitter like you use for cable TV. Then at the ends it gets more adapters and turns back into 1.5. to plug into the amps.
    The hardest part actually seems to be finding a place that actually has them. It's easy to find morons who say there's no such thing. But they're out there. Just insist that you've bought them before. They're real.

  28. All-in-one solutions by Merovign · · Score: 3, Insightful

    Sound is generally included with the motherboard now. Which means you have to choose based on all of the features of the motherboard (processor support, memory support, SATA etc.), and sound then becomes "part of the equation" instead of its own calculation.

    Pretty much musicians and audiophiles choose their sound chipsets (or cards) carefully, most people buy the Fry's special or just make sure it says "sound included" on the motherboard box.

    Not to mention people who buy prebuilt PCs, in which case the manufacturer chooses the cheapest (integrated) chipset.

    Since relatively few people pick sound chipsets carefully, the "demand" is effectively "low," and that drives the supply down (and into specialization).

    1. Re:All-in-one solutions by nurmr · · Score: 2, Insightful

      Most onboard cards suck balls these days, everybody replaces them with a better AGP card from nVidia or ATI. Sounds like people are finally realising that onboard audio is just as bad!

    2. Re:All-in-one solutions by owlstead · · Score: 1

      All too true, and as long as you
      - don't need CPU cycles
      - don't use the analogue audio port (and have decent D/A convertors with your speakers)
      - don't care about crappy drivers and (shudders) software
      Then you're fine.

      If you hear the difference between my Asus integrated audio (CMedia) and the soundblaster audigy player in my system ... there just is no contest. The D/A convertor is so much better, and CPU utilization can easily be seen. Did I mention the drivers and software?

      Maybe Intel will change this with their new onboard audio setup. I particularly like the support for multiple channels, and the autosensing stereo connectors.

      Now, would somebody please include a hardware equalizer so I can tune those crappy speakers (mostly at other peoples places :0) for all applications? Thank you.

    3. Re:All-in-one solutions by Saeculorum · · Score: 1

      Why would anyone replace the onboard sound with an Advanced Graphics Port sound card?

      More appropriately, where are you finding one?

  29. Bah by stratjakt · · Score: 1

    It's all onboard these days. There's absolutely no motivation for a regular user, hell even a power user, to run out and drop another 20-500 dollars on another sound card.

    Audiophiles can go on and on about blah blah and sound floors and this and that. So long as the sound is coming from the little multimedia speakers on my desktop, spending more on the source is a waste of cash, IMO.

    You don't hear a lot about PC sound, because there's not a lot to say. If you're an audiophile with expensive speakers and all kinds of funky I/O demands, that's one thing. But that's a niche market.

    Creative is going to be feeling the hurt. There's a very small market for their stuff.. Audiophiles, and audiophiles don't seem to be impressed with Audigy.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:Bah by FyRE666 · · Score: 1

      Sorry, but anyone who says that there's no reason to buy a soundcard over the pitiful, cheap onboard chipsets they have thrown in with their motherboards has never heard a real soundcard with today's games. There is a WORLD of difference between an "SBLive" chip and an Audigy card with all the hardware effects turned up to 11. You might as well claim there's no point in anyone buying a $500 car stereo when you can hear the radio on a $5 AM job you can pick up at a flea market.

      The ability of a card to perform processing on the audio *in hardware*, thus removing the CPU of the need, results in better gameplay, and more realistic sound. I'm not an audiophile, but I can actually *feel* the difference...

    2. Re:Bah by Anonymous Coward · · Score: 0

      There is a WORLD of difference between an "SBLive" chip and an Audigy card with all the hardware effects turned up to 11.

      Eh? No there isn't. An SBLive is an emu10k1, an Audigy is an emu10k2. One whole revision. Do you know what the major difference is between the two? The emu10k1 can do 96khz samples. Just. The DSP and DAC are almost identical between an SBLive! and an Audigy.

  30. Re:Pfffft... whatever! by deragon · · Score: 5, Funny

    Castle Wolfenstein, first version, 2D ascii, on a Commodore 64...

    They had a neat trick. To unlock safes, you had to push the volume up of your monitor to the max to hear the "click". But when an SS entered the room and screamed "Achtung" at the max volume the C64 could produce, you would jump 3 feet behind and rush to take back control of your keyboard to take whatever action necessary to get out of this mess.

    The C64... ahhhhh... the good old days.

    --
    Remember the year 2000? They promised us flying cars. They delivered the PT Cruiser...
  31. XBox / PS2... by TrancePhreak · · Score: 1

    XBox & PS2 games have been doing 5.1 and using sound creatively for a while now. This is yet another example of slashdot reporting old news. The only reason you didn't see it as much on PC is because there were too many different API's and cards to cater to. So using "2D" sound meant everyone had an experience that was similar. Nowadays you see Dolby Digital and sometimes THX on games.

    --

    -]Phreak Out[-
    1. Re:XBox / PS2... by Anonymous Coward · · Score: 0

      Only Xbox can do Dolby Digital during actual game play. PS2 can do it during cut scenes.

      http://www.dolby.com/games/sony.ps2.faq.html

    2. Re:XBox / PS2... by ruiner13 · · Score: 1
      XBox & PS2 games have been doing 5.1 and using sound creatively for a while now.

      Actually, the only box right now that can do 5.1 during gaming is the XBox. The PS2 can only do 5.1 during movie playback or pre-encoded audio tracks. It can't encode on the fly.

      --

      today is spelling optional day.

    3. Re:XBox / PS2... by TrancePhreak · · Score: 1

      It can but you basically lose one of the vector units. So if your game is very simple it can have 5.1

      --

      -]Phreak Out[-
    4. Re:XBox / PS2... by iainl · · Score: 1

      Wac-Wac-Oops.

      Several PS2 games, including Vice City, can output realtime DTS - they have an API that basically hogs the second vector unit to do it.

      Hardly an ideal solution, and the XBox does its realtime Dolby in dedicated hardware, but many developers aren't very good at pushing both units in parallel anyway.

      --
      "I Know You Are But What Am I?"
  32. Computer Audio always takes a back seat. by suso · · Score: 1

    In my opinion, audio has almost always taken a back seat in the development of computers, operating systems and programs. It's always an afterthought or the last thing that is added to the design.

    Last night I was looking at Croquet, that new Net based 3d graphical environment and I saw no mention of how to deal with sound in this new environment. Sound is a very important part of our lives, I fail to see why it is always has such low priority with the computer industry.

  33. Early games by JohnnyKlunk · · Score: 1

    Maybe a little OT, but my first real excitement of computer sound was a proper (err sound blaster 16) sound card with Escape from Castle Wolfenstein running through the hifi. The "big" sound of the machine gun was something pretty exciting back then.

    Wondering what first popped the clogs of other /.'s from a PC sound experience.

    1. Re:Early games by Veridium · · Score: 1

      I remember that. Yep. That was nice, but I really didn't get jazzed about sound until I got into mod files, played Star Control II and discovered the Gravis Ultra Sound, not neccesarily in that order but around the same time. Ah, the good old days. Then gravis hosed their windows95 drivers among other big mistakes and that was the end of that.

      --
      Think for yourself, destroy your television.
  34. Re:Pfffft... whatever! by DrugCheese · · Score: 2, Interesting

    Um I'm sorry to have to totally disagree, but the very next iD game - Quake did something kind of evolutionary and paid a big name artist (Nine Inch Nails) to produce their music. It moved the bar far beyond anything MIDI.

    Reading back perhaps you're being sarcastic :| ;)

    --
    *DrugCheese rants*
  35. Wasn't there supposed to be an article about audio by LaminatorX · · Score: 5, Insightful
    What a surprise, the hardwae accellerated units allowed higher framerates than the host-based units. How is this not obvious? The article's "benchmarks" were concerned with framerates only. What about the sound? Clarity? Dynamic range? Spatial effects?

    It is quite ironic (yes, this is irony, not coincidence) that an article that purports to bemoan the neglect of sound in favor of picture proceeds to rate the audio gear based on how it impacts graphics performance.

  36. Lessons from the Past by Reconfigures · · Score: 0
    Users forgot about PC audio when it became ubiquitous and as good enough to fool the user into thinking they were hearing real sounds. Other than adding conveniences like drive-rail mounted ports, what major improvements have been added to sound cards in the last 8-10 years? The industry has basically stopped true innovation since greater technology is no longer demanded by the consumer.

    I think the more interesting question to examine is the video card side of this. At what point will video cards exceed the specifications required to make grahpics truely look like real life?

    For example, people can actually pick out about 1,000,000 colors or so (IIRC). We got 24/32 bit color and that was the end of innovation in the length of color codes.

    What is the resolution of standard human vision? Some quick researching brings us this information:
    Consider a 20 x 13.3-inch print viewed at 20 inches. The Print subtends an angle of 53 x 35.3 degrees, thus requiring 53*60/.3 = 10600 x 35*60/.3 = 7000 pixels, for a total of ~74 megapixels to show detail at the limits of human visual acuity.
    Will we see the same languishing of the video card industry when the new offering can crank out 100fps at 10,600 x 7,000? We've already got the colors part down, resolution and poly counts will come soon enough. The monitors will have to follow suit of course but even current technology is giving some people a hard time:
    At a picture size of 7,680 by 4,320 pixels - that works out to 32 million pixels ... The realism creates other complications. The NHK is studying the physical and psychological effects of UHDV on audiences. One concern is a kind of motion sickness, which researchers attribute to a combination of the wide viewing angle, the massive image and the on-screen motion.
    This stuff is so exciting! If I didn't spend all my time focusing on my escort service business, I'd have to becoming a video-card-engineer-person-of-interest.
  37. Most people sadly don't care.... by matyas47 · · Score: 2, Interesting

    The sad part is that most people just aren't as sensitive to sound quality. Witness the enormous numbers of people who honestly believe that MP3 (and Ogg, for that matter) sound as good as CD (and 16-bit 44.1 kHz still isn't great IMHO.) I'm a music teacher and audio engineer by profession. The other day, a student of mine was trying to convince me that his SB Audigy was a "pro" card. Seriously... Granted, my M-Audio (for the Linux box) and Digidesign (for the Mac) converters would be inappropriate for gaming, but you know audio is not a high priority for the average geek when they try to tell you that Creative makes professional-grade gear. (Disclaimer: I am an admitted audio snob, and I don't particularly care that much about graphics. My gaming takes place on an Athlon with an old S3 card [I removed the GeForce2 that was in it because it was introducing latency on the sound card], a Powerbook [yep] and a PS1).

    1. Re:Most people sadly don't care.... by thrash242 · · Score: 1

      I agree. The sad thing is, that for games, sound does (or at least can...see Silent Hill) play a *huge* part in creating atmosphere and believability. Sound isn't usually noticed as much as video, but it is very important.

      Now, many people can't (or don't care to) discern the difference in quality, but it's there. Of course, you need decent speakers or headphones to be able to hear differences in sound quality in hardware, or formats like MP3. Most people think that cheap speakers or fine, since, again sound seems to be unimportant to most people. I think the problem is that you need a good card *and* good speakers to really hear a difference. Video, barring hardware shaders, effects, etc looks pretty much the same, disregarding performance issues, and the real quality determiner is the monitor (which people aren't as picky as they should be about either, really).

  38. Re:Pfffft... whatever! by SlashdotLemming · · Score: 3, Funny

    Bah,
    Not even close to the days before they even invented sound. Walking uphill barefoot in 4 feet of snow and you needed nothing to get your adrenaline going.

    Damn lazy kids these days.

  39. Two words by Anonymous Coward · · Score: 0

    Tube Amp
    On board tube amps. I've seen it. It's real. This is the shit man.

  40. Quality, not "enhancements" by captaineo · · Score: 3, Insightful

    I would like to see more focus on delivering a higher-quality audio path from game developer to consumer, as opposed to gimmicky post-processing to make things sound "better". (e.g. we want to deliver N channels of 24-bit/96KHz audio with low CPU overhead, rather than a DSP that tries to "enhance" existing audio). Real-time Dolby Digital encoding is great, funky "spatialization" of 2-channel audio is not.

    Not to name names, but I have switched away from a formerly reliable company's sound hardware because they got too "creative" (ahem) with their gimmicks and forgot about the basics.

    1. Re:Quality, not "enhancements" by dfn_deux · · Score: 1

      You hit the nail on the head. The success of wierd realtime "spatialization" and other audio hacks in software in the low end market have a greater cost v. benefit. It allows manufacturers to put "cool 3D sound" stickers on the packages of their products and those without knowledge of how real surround sound works think they are getting something for nothing.

      --
      -*The above statement is printed entirely on recycled electrons*-
    2. Re:Quality, not "enhancements" by Noehre · · Score: 1

      If you were so concerned about audio fidelity, why would you want to use a lossy compression system like Dolby Digital when you can just as easily output uncompressed discreet 5.1 channel analog?

    3. Re:Quality, not "enhancements" by apdt · · Score: 1

      because you'll lose far more quality (if that can be quantified) going through the cheap DAC in the soundcard than you will by encoding it to 5.1, and then feeding it through a decent DAC in the 5.1 receiver.

      --
      I lay awake last night wondering where the sun had gone, then it dawned on me.
    4. Re:Quality, not "enhancements" by Noehre · · Score: 1

      The AK4355 DAC in the Revolution 7.1 isn't exactly a low-end DAC and is more than capable of feeding high-end amps without problem.

      You'll likely find similar quality DACs in $1000 receivers.

    5. Re:Quality, not "enhancements" by apdt · · Score: 1

      Agreed...

      If you have a soundcard with a decent DAC on it, then your point stands. If, however, you only have a cheap DAC, then it makes sense to use the 5.1 encoder...

      --
      I lay awake last night wondering where the sun had gone, then it dawned on me.
  41. The reason is mostly psychological by Daetrin · · Score: 4, Interesting
    The problem is that humans have a much easier time, well, visualizing graphics than they do sound. And the fact that we refer to visualizing abstract concepts rather than "auditorializing" them should be a hint.

    Humans have focused on pretty much just two senses; sight and touch, especially with respect to our hands. If we want to identify something we almost always look at it or pick it up and feel it.

    Our sense of smell/taste is notoriously crappy compared to many other animals and unless something is particularly smelly we usually don't pay much attention to that aspect. Our hearing is adequate and is very usefull for communicating language and for tertiary analysis but it isn't usually what we focus on.

    We have very exact words for defining shape and size and color. We can say a secreen is X by Y pixels and if we have a general idea of the pixel size that gives many people a pretty good sense of the size and quality of the image. We can say it can display Z colors and although that's a little more inexact it still gives us a reasonably good idea.

    On the other hand our words for describing audio in common usage are generally less specific and hace less conotation. If you say that a sound system has seven channels then i and a lot of other non-audiophiles will have very little idea what exactly that means or how it differes from more or less channels. I expect two monitors with the same stats to look pretty similar, but for audio equipment you need to go listen to it to find out which is good and which is bad.

    All of which means that when making games or any other mixed media product you will get more bang for your buck if you invest more in video over sound. People will notice it more and be able to describe it better when talking to their friends or writing reviews. Good audio can certainly make a game a lot better, but how many people buy a game just because it has good audio vs. just because it has good graphics? There are certainly a few, i myself happen to know a single hardcore audiophile who builds his own speakers and such, but they're not that common.

    --
    This Space Intentionally Left Blank
    1. Re:The reason is mostly psychological by sleepcountry · · Score: 1

      > On the other hand our words for describing audio in common usage are generally less specific and hace less conotation.

      Talking about music is like dancing about architecture. -Frank Zappa

    2. Re:The reason is mostly psychological by Anonymous Coward · · Score: 0

      Au contraire! As night hunters in our past, we do have excellent hearing.

      For games, it can easily boil down to this:

      In Doom, you could hear a "Grhhh" from the left speaker and spin round to see a grunt take aim.

      In Thief, you could hear the crunching of grass underfoot as a guard walked over the grass the other side of the corner of the house.

      The problem is that light travels in straight lines and has limited interaction with the environment. Sound travels easily round coners and interacts with the texture and spacial characteristics of the entire environment. That's a lorra lorra work....

    3. Re:The reason is mostly psychological by Daetrin · · Score: 1
      I said it was a usefull tool, but it's not our primary tool. Sound can let you know that something is coming, but if you want to actually aim at it with any degree of accuracy you need to be able to see it. We have adequate hearing, a lot of animals have better hearing, and some, bats in particular, have _much_ better hearing.

      We've got left and right and rear speakers now which make identifiable sounds rather than beeps. We can now make a sound that is associated with a particular creature and make it seem like it comes from a particular direction. We can also clearly reproduce speech. However that's about the extent to which we can usefully describe such things. "He said something" or "i heard a grunt from the left." Not so coincidentally that's also the point where interest in further devlopments, both as a consumer and a producer, drops off significantly.

      Please describe to me in detail how the "Grhhh" of a grunt differs from a "Grhhh" made by some other creature. Then describe in detail how the "Grhhh' sounds better or worse than the "Grhhh"s in similar games with inferior and superior sound systems.

      You can tell me how a creature in Doom looks different than a creature in Doom3 _far_ easier than you can tell me how the two sound different. We have lots of words for describing the size, shape, color, and other visual effects of things we see. For sounds the best we can usually do is to try and imitate it, and if we're trying to communicate it in written form we're usually reduced to maybe a vague guess at pitch and some lame onomatopoeia.

      And anyways, i don't believe we evolved as night hunters. We evolved as omnivourous scavengers. Hunting came after we developed tools, long after most of our evolution had happened. Besides, if we had evolved for night hunting we would have developed eyes like cats. Instead we don't have good enough hearing to effectively target something, but we have enough to identify when something, potentially a predator, is coming our way.

      --
      This Space Intentionally Left Blank
    4. Re:The reason is mostly psychological by Anonymous Coward · · Score: 0

      I'm not sure that humans main senses are sight and touch- For most of human history, sound and vision were equally balanced in our daily lives, sense and its really only our modern society, with its TV's, video games, and computers that visual stimulus has far exceeded sound in our daily lives.

      Even today, blind people seem to be able to live more normal lives than deaf people. (and the sense of touch is virtually useless compared to hearing) Sound is essential to communication, detecting sources danger, and having a general awareness of one's surroundings.

      Many orchestras and classical music performers have noticed that modern audiences have a much harder time listening to classical music with complex structures and patterns, compared to audiences 50-100 years ago- This is most likely explained by the gradual shift from an audio-visual society to a visual-only society- people growing up today, raised on tv, computers, and tons of urban noise pollution simply don't develop as keen a sense of hearing as previous generations...

    5. Re:The reason is mostly psychological by Daetrin · · Score: 1
      It's possible we've become more focused on visual media in recent history. However if a sadistic alien kidnapped you and was going to drop you naked in a jungle after performing an operation that either made you blind, deaf, or removed all sense of touch in your hands, which would you pick?

      For me it would be a toss-up between hearing and touch. It's hard to say since i have no idea how much complete loss of feeling in my hands would screw with manual dexterity. A human who can't use tools effectively has lost a large part of their advantage over other animals. However being blind would certainly be my _last_ choice. If i were deaf i might be more at risk from predators, but being blind would probably make it almost impossible to feed myself in a strange enviroment. And even if i did hear a predator coming i wouldn't be in much of a position to do anything about it if i couldn't see it or see an escape path.

      I really doubt prehistoric blind people were anywhere near as likely to survive as prehistoric deaf people. If you went blind for some reason and didn't have a family/tribe willing to support you you were probably dead meat within a few days or weeks at most.

      --
      This Space Intentionally Left Blank
  42. Re:Pfffft... whatever! by Billly+Gates · · Score: 3, Interesting

    3d positional audio with a 5.1 dolby THC certified system can really kick ass!

    Not just by scaring the daylights out of you but in Doom3 and half-life its nice to hear things behind you as well as in front.

    With advanced sound algorithms you can hear how far a battle is in Unreal tournament and how fast the rocket is heading to you.

    A split second by your reaction time is all it takes for you to get fragged and your opponent to claim another frag.

    I dont game as much but sound is essential as well as high frame rates.

  43. Re:Pfffft... whatever! by Anonymous Coward · · Score: 0

    Final Fantasy series, Chrono Series, etc. They all have suspense and battle themes that rival Doom's. Not to mention games from other console genres, like Metal Gear Solid.

  44. Honestly... by Anonymous Coward · · Score: 0

    Who needs to pay attention to audio with graphics like these? This Quake 3: New Edition sure looks to be excellent. Drool.

    1. Re:Honestly... by Anonymous Coward · · Score: 0

      Wow, I didn't know Honda made graphics hardware. Looks like that heat sink strapped on top of it has a gash in it though.

  45. Audio is content-driven by Have+Blue · · Score: 4, Insightful

    It doesn't matter how good your sound card is if the game is outputting a simple stereo single with a music loop and some canned effects. If the developer doesn't go the extra mile to create decent sound content and a good audio playback engine in the game, then it will never sound as good as it looks- but it is possible to do both at once with the right approach.

    There's an interesting rant from one of Halo's programmers here about the state and future directions of game audio.

  46. Analog baby by Usquebaugh · · Score: 2, Funny

    Gimme those tube amps. I really can't get excited over cold digital, give the warm glow of a tube and I'm happy.

    Now how do I mount valve in the PCI form factor?

    1. Re:Analog baby by norkakn · · Score: 1

      sideways. It still takes up two slots and needs a fan though.

    2. Re:Analog baby by Anonymous Coward · · Score: 0

      Here's the motherboard for you, then.

    3. Re:Analog baby by The+Mgt · · Score: 1

      How about this ?

  47. Re:I've not noticed any problems by Anonymous Coward · · Score: 0

    Dude, I'm talking about a soundcard that supplies digital data to a receiver.

    If you're taking an analog signal from your computer's soundcard (the 1.5mm output jack is not for digital), and trying to hook it up to the digital coax input on your receiver, squat ain't gonna happen.

    Sure, you could use coax, and an F->RCA connector to send stereo audio (over a pair of coax's), but it dosen't make much sense except for the fact that you might be able to do long runs without using a repeater or amp, and that coax is kosher with building codes.

    And if you think that the 1.5mm jack on your computer has resolution over 22khz, you're plain nuts. 900MHz my butt.

    Who the heck modded this informative? It's got nothing to do with anything.

  48. Re:Pfffft... whatever! by cot · · Score: 3, Interesting

    well, considering that no game save vice city has collected songs from such popular bands before onto a game soundtrack, I can see why you like it.

    Of course Bobby Prince didn't realize he was doing MIDI covers of metal bands for Doom, but if you've heard much Alice in Chains, Pantera, Slayer, etc. it's pretty damn obvious. To try to pass that stuff off as his own work was just shameless.

    Of course, it's hilariously appropriate that the Doom3 title track is a ripoff of a Tool song.

    --

  49. Simple by fuzzhead · · Score: 1

    Whould you rather be blind or deaf?

    1. Re:Simple by matyas47 · · Score: 1

      Blind, all the way.....

  50. Re:Pfffft... whatever! by Anonymous Coward · · Score: 0

    No game since has ever matched DOOM/DOOM2's music effect upon the player, in my opinion.

    You've obviously never played quake 1. IMO quake 1 had the best music soundtrack (thanks to Trent Reznor)

  51. Sound quality by ogewo · · Score: 2, Informative

    If you need slightly better performance and advanced feature support like EAX then the creative cards are the way to go, but if musical fidelity is your priority there are far better options. The Chaintech AV710 is 25$ retail and outperforms the audigy 2 zs with its superior Wolfson DAC. If two channel gaming is fine for you (headphones give great spacial relation anyway) then you will love this card. The next step (quality and feature wise) are the E-MU line. This Creative owned company produces the 0404, a $100 card that most audiophiles agree will output sound like a 500$+ cd player. The $200 1212 option is said to perform as well as any sub $1000 cd player/DAC.

  52. Re:Pfffft... whatever! by riqnevala · · Score: 1

    Quake did something kind of evolutionary and paid a big name artist (Nine Inch Nails) to produce their music. It moved the bar far beyond anything MIDI.

    In my opinion ANYTHING goes beyond MIDI, I have always felt those "general" instruments very embarrassing way to replicate the sounds of any band or orchestra. Now, if we think back those days when the best game musics were made in Amiga 500.... :)

    --
    love slashdot. populate it. use it. abuse it. hate it. kill it. miss it. stop following links, they only kill servers.
  53. new drivers? by 1qa2ws3ed · · Score: 1

    not sure about it, but recent alsa versions should work with some old aureal card.

    1. Re:new drivers? by Anonymous Coward · · Score: 0

      Actually current ALSA versions work with all three Aureal chips (au8810, au8820 and au8830) The developer has the A3D engine worked out and is currently working on writing a proper OpenAL -> ALSA bridge that will let a game using OpenAL do proper 3D positional audio with A3D.

      Aureal cards are just fucking excelent, frankly. Even the bog-standard stereo playback quality is great for a consumer soundcard.

  54. Silicon Graphics had it right in 1993-1994 by telemonster · · Score: 1

    SGI had it right in 1993/1994....

    A good quality DAC/ADC setup capable of 48khz audio. The Indy/Indigo^2 could change the electrical characteristics and turn the headphone port into line out 3+4 and mic port into line in 3+4 for 4 track recording, this was a nice perk.

    It featured SPDIF in and out as far back as 1992?. Newer systems had AES/BEU ports that could do several protocols for 8 track communications to ADAT and similiar systems.

    Simple and effective. A DAC/ADC setup with low noise floor, high quality. That is all that is required.

    Everyone goes for stupid 5.1 channel crap. Blaaa. How about something that is stable, basic, and works well.

    The on board audio on my Via? Sucked. On board audio on the Soyo board I use now is _HORRIBLE_. I'm using a SB Live in the PC, and it is fine -- I hacked the Soyo riser card that has the TOSLink in and out to the SBLive expansion connector (details on my webpage) and that allows use of an external DAC and what not.

    I owned a turtle beach montego II, but Crative bought and terminated ?Aureal? so drivers went MIA. I was pissed, and that turned me against most PC sound card vendors.

    But yea, overall PC sound cards are nutty, wishing to push goofy "features" and destroyed brand names (THX) on the sheeple. Does anyone actually think they have a THX setup around their computer? I mean, come on. I'm not an audio snob by any means but much of it is plain rediculous

    I recently got a Macintosh G4 to add to the PC and SGI. It will be nice to explore the audio applications that are availible under OS X.

    Oh and my vote for my greatest moment in PC sound? Maybe hearing Space Quest III on the Adlib... or The Sound Blaster 1.0 when ?Roger Wilco? says WHERE AM I!?. Oh yea, and Ghostbusters II by activision talked out of the Sound Blaster 1.0.

    Never owned a MT-32, but had my share of GRAVIS ULTRASOUNDS! Red card of love, rocking the Renaissance Composer 669 and Future Crew demos. Ahhh the good ol days.

    --
    Southeastern Virginia REPRESENT!
    1. Re:Silicon Graphics had it right in 1993-1994 by Anonymous Coward · · Score: 0

      I owned a turtle beach montego II, but Crative bought and terminated ?Aureal? so drivers went MIA.

      You might want to look on EBay, because Audigy cards are supported quite well in the latest versions of ALSA. Audigy's still have the clearest audio of any consumer soundcard..

  55. Intel High definition audio? by kraemer · · Score: 1

    Or did we all stop using P4's when I wasnt looking? Intel High definition Audio: http://www.intel.com/design/chipsets/hdaudio.htm?i id=ipp_desk+highdef&

  56. What you really want...or in conclusion: by Anonymous Coward · · Score: 0

    Final Thoughts

    From our results we can see that there is a good difference in frame rates between the best and worst sound solutions, especially in games such as Battlefield Vietnam which have a big emphasis on audio in delivering the overall gaming experience. It is also important to keep in mind that real world gaming effects will be far more intensive on the various sound solutions performance, as action scenes will put an even bigger load on the soundcard's processing power. Considering the SoundStorm is producing true surround sound in all of our tests, it stood up very well against the competition and even managed to take the lead in certain games which is very impressive. We noticed almost a 60% drop in performance with the cheap Cmedia onboard sound solution compared to the best performer which is hardware accelerated.

    So why on Earth don't gamers, enthusiasts and computer companies pay attention to these types of sound solution figures as much as they do with GPU performance? It has been the consumer, mostly enthusiasts (just 10 million or so of us around the world) which have forced companies such as ATI and nVidia to work extreme overtime in order to produce the better 3D graphics performance from their GPU's - heck, you've even showed them the value to the point where they will also consider cheating to seemingly produce the better GPU, yet hardly any consideration in comparison is given to sound solutions as far as frames per second influence and true and high quality positional surround sound is concerned.

    Why is this happening? The answer seems clear to us. Consumer demand - No company is going to produce something which is more expensive to mass manufacturer unless there is consumer demand for it, especially with the Chinese culture - which is only fair enough. And why is there no consumer demand? There is nowhere near enough mainstream coverage as to the benefits of impressive sound solutions such as nVidia SoundStorm. Most consumers seem happy with their "5.1 sound" but they are not experiencing the ultimate sound performance possible as demonstrated by SoundStorm. It's going to be up to websites such as TweakTown, magazines around the world and consumers to make the change - there will need to be a clear and obvious push for better standards in computer audio for anything to happen.

    If there is no push, the vast majority of companies will continue to produce the cheapest audio solutions they can to maximize profits but once the consumer awareness of the type of high quality sound solutions available increases, computer users will not mind spending some extra dollars on their new motherboard knowing full well they can expect to experience proper and true digital surround sound. All Microsoft Xbox games have full Dolby Digital support with the "Xbox Advanced AV Pack" since it uses the SoundStorm for processing so why shouldn't we just expect the same standards for computer gaming?

    It seems really simple, doesn't it? Hopefully we have presented a solid argument here today and we hope other tech sites, magazines, marketing people and most importantly consumers take notice and spend more time thinking about computer audio as it's about time we were given consistently better quality computer audio for our gaming needs with nVidia's SoundStorm being a perfect example as to the benefits that can be had in this area.

  57. Re:Pfffft... whatever! by ElGuapoGolf · · Score: 3, Insightful


    Totally agree.

    For grins and giggles, go download "The Last Ninja" and throw it into your c64 emulator of choice (Vice). The soundtrack on that is absoluetly amazing, and it was made.. what, almost 16 years ago? One of the best gaming soundtracks ever.

  58. Sound is just fine by swilver · · Score: 1
    Sound is simply not that interesting. I have 2 speakers of medium quality (not PC speakers, real speakers hooked up to an amp), and an onboard soundcard does just fine with those.

    For some tracks I can hear the difference between 192kbit and 256kbit mp3's so I'm not quite tone deaf, yet I feel absolutely no urge at all to shell out $$ for a 5.1 soundsystem with 15 speakers all around my PC setup.

    For a more immersive experience, good quality head phones will do just fine with medium quality sound hardware, especially if all you need sound for is playing AVI's, MP3's or playing the occasional action game.

    I for one was glad when they finally started putting audio as standard on mainboards.

    1. Re:Sound is just fine by thrash242 · · Score: 4, Insightful

      I bet if you heard a really good quality sound card, you'd agree that sound quality is important. If all you've ever heard is cheap audio gear, then you won't see the big deal.

      Also, surround sound does also make a big difference. I never thought about it until I bought surround sound speakers.

    2. Re:Sound is just fine by Anonymous Coward · · Score: 0

      Too true... I won't be happy until I can get the same accuracy with my eyes closed in an FPS that I can in real life, which ain't too shabby, though I say so myself...

  59. This is a review? by preatorian · · Score: 0, Troll
    It was all good until I saw:

    via an expensive high-end Onkyo digital receiver and 5.1 Jamo speaker system

    Which just made me laugh. Anyone who thinks Onkyo makes expensive high-end receivers should not really be qualified to do a review. I'm not an audiophile by any means, but I guess they're just letting any highschool kid do these reviews/benchmarks these days....

  60. Creative and the future of PC audio by SigNick · · Score: 2, Informative

    Since Creative owns a vast patent portfolio it has acquired from Aureal and Sensaura it can effectively dictate the (near) future of 3D PC audio.

    Since they have all the patented wave-tracing algorithms Aureal used there won't be any third-party solutions and that means no competition for at least the near future and that means more profit for the shareholders - can't blame them for that.

    I owned a MX300 and it was far superior to SB Live!, my personal opinion is that the last good card Creative made was the SB32, the SB64 was a SB32 with a software synth for the extra 32 voices and a proprietary memory expansion slot instead of standard SIMM slots (I recall 2MB upgrade costing $55).

    Any comments on the new Audigy cards?
    I had enough with the SB PCI series (SB512 anyone?) and switched to Terratec's cards (no SCMS on digital outputs/inputs!) and haven't looked back since.

    Good 7.1 sound and the money I saved went towards a GF6800 GT.

    --
    Capitalization is the difference between "Helping your uncle jack off a horse" and "Helping your uncle Jack off a horse"
    1. Re:Creative and the future of PC audio by 13Echo · · Score: 1

      My experience with the Audigy 2 ZS on Linux is quite good. The new 8-channel DACs produce high-quality sound, and it's one of the last PCI cards that you can buy with true hardware mixing support; a must-have on Linux.

      I must admit though. I really liked the Aureal cards and the Cirrus Logic Soundfusion cards (like the Santa Cruz), but their features and drivers just don't do the job these days (on Linux). If I were still using Windows, I might have stuck with my Santa Cruz.

  61. vids vs sound by yderf · · Score: 1

    You know, I read a lot of these posts, and had to agree with most people that in general we choose good video quality over sound.

    But when I think about it, back in my Evercrack days, what I remember most are the sounds of the gnolls in Blackburrow. I may one day forget what they look like, but I don't think I'll ever forget their howl.

  62. biased article... by ltwally · · Score: 5, Insightful

    I can tell from page 2 that the authors are biased towards this AMD solution for some reason.

    These guys actually try and claim that a $149 add-on card cannot provide 5.1 (6-channel) sound. Seriously, look at their comparison chart. It's so wacked you'd think it was Microsoft's work.

    I mean, seriously, for less than $30 you can get a SB Live! 5.1 that will provide a lot of what's being listed on their page 2 chart. And certainly by the time you've reached their $149 price-point you're able to get yourself a nice SB Audigy2 that can do everything they want but hardware AC3 encoding.

    And I have to be honest -- is the hardware AC3 encoding really going to be much of an issue for most people? I don't see audio enthusiasts being geared for onboard audio (no matter what it is capable of), and the value segment rarely goes for some fancy surround sound.

    Basically, I'm saying this article is bullocks from the second page on. I know it's easier to critisize than to write a good article... but still, these guys seem to be entirely too biased towards this product to make their 'review' worth my time. Personally, I think it's worth a grain of salt.

    Now go ahead and mod me down for being a crotchety old man.

    --



    /dev/random
    1. Re:biased article... by Anonymous Coward · · Score: 1, Interesting

      What AMD bias? They used an AMD rig for all of the tests involved. If you read the article carefully, you see they don't claim that no other cards provide 5.1 sound. What they accurately claim is that no consumer cards other than soundstorm currently encode into AC-3 in real time. Now, while you may not care about this, this is 2004, not 1994. I assure you that many of us geeks out there ARE using 5.1 capable recievers (they are quite cheap now, have a look) and few of us like the hiss and static that is so often prevalent in PC sound. Should we _still_ be using ANALOG connections to get surround sound from a sound card? Again, it's great that the SB-Live works so well for you for $30. /cough junk /cough. I own a PC specifically as an A/V hub for my living room, and I know that I have owned 3 Nforce boards with soundstorm and all hook up instantly and flawlessly to the digital inputs on the "Best Buy Sony Special" reciever. Find me another consumer grade card that does this and provides such an excellent experience for music, video, and gaming playback, at this price point.

      And while many of us audio enthusiasts and musicians own high end audio gear (I know I do), it's also been nice to be able to buy high quality MODERN sound solutions on commodity motherboards. I know that Nvidia dropping soundstorm is a big reason why my next mobo chipset will say INTEL on it.

    2. Re:biased article... by momerath2003 · · Score: 2, Funny

      Now go ahead and mod me down for being a crotchety old man.

      What, you're 21?

      --
      I had but a simple dream, to destroy all humans.
    3. Re:biased article... by Anonymous Coward · · Score: 2, Informative

      Of course the review has "AMD bias" the key novel product in the review is AMD only. It's a little hard to test a Soundstorm board with an Intel CPU because you have to press really freakin' hard to mash P4 into a socket A.

      Soundstorm really is one of those novel and useful products that provides a new option for many people. You may still play games at a desk with a monitor and PC speakers, but I prefer to do so on my couch in my living room where I have a large screen and a real sound system.

      This is a superior gaming experience. Those who disagree are a tiny minorty. The future of PC gaming is in the living room. Soundstorm simplifies the transition.

      Unfortunately, NVidia would never have developed this without the XBox contract and Microsoft's assistance. This is why the availability is limited to specific chipsets and is not being attempted by other manufacturers.

      If Microsoft had not been willing/able to literally purchase a portion of the console market, a Soundstorm type product for the PC would still be a few years away.

    4. Re:biased article... by Anonymous Coward · · Score: 0
      all hook up instantly and flawlessly to the digital inputs on the "Best Buy Sony Special" reciever
      haha Sony
    5. Re:biased article... by iainl · · Score: 1

      Soundstorm is the only way to get realtime Dolby out of a PC on a consumer-level budget. All other methods (Creative etc) just give you six analogue outputs.

      Since most of us even vaguely interested in using 5.1 sound already have proper setups for watching DVDs on, and most of these amps have only digital input for surround, Creative's "solution" is as useful as a chocolate fireguard.

      If someone has an amp good enough to actually have a six-channel analogue input, then they've probably already got DVD-A or SACD running to it, anyway.

      --
      "I Know You Are But What Am I?"
  63. Re:I've not noticed any problems by Anonymous Coward · · Score: 0

    You're the idiot. Just what signal do you think TV companies are using?

  64. It's hardware - not software by Morgahastu · · Score: 4, Insightful

    Video is something that is easily noticeable by an end user. The graphics look better on a monitor. Audio is different, you have to have a good sound system and if you want surround sound you have to have a room suitable for the 6 speaker setup.

    Most people don't have surround sound at their computers and never will, I would if I was able to physically have the speakers surrounding me. I can't. Alternatively the only other speakers I can get are 2 satellites plus a sub. No ones offers a 3.1 dolby pro logic setup for computers. We have to make baby steps to surround sound - let's get that centre channel speaker in there.

    The only time surround sound will ever become as big of a focus as graphics for developers is when someone can buy a single canister speaker that does surround sound in the entire room.

    1. Re:It's hardware - not software by FromWithin · · Score: 1

      We have to make baby steps to surround sound - let's get that centre channel speaker in there.

      It begs the question about why you think the centre channel is important. The original reason for having a centre speaker is so that if you are in the cinema and are sitting off to the side, the voices still sound like they are coming from the centre of the screen. It's completely redundant in a home setup.

      Multi-speaker setups are way overrated. I find good HRTF to be much more convenient and realistic. And I wish that films were mixed in 3D instead of for discreet speakers. I've lost count of the number of times a film suddenly has a loud sound in the rear speakers when for the past hour they have been completely silent. It completely destroys the immersion.

  65. i liked your parallel port light stuff by Anonymous Coward · · Score: 0

    yeah

    1. Re:i liked your parallel port light stuff by telemonster · · Score: 1

      Woah! Blast from the past! Old school like 1995, ATL SCON ! WHOO WHOO!

      Not unless you are referring to the Xmas lights project, in that case it wasn't quite parallel port ... but it will be BACK AGAIN this year! Using the MidiBox64 and DIO modules, instead of ISA interfaces.

      --
      Southeastern Virginia REPRESENT!
  66. Re:Pfffft... whatever! by c_ollier · · Score: 4, Funny
    3d positional audio with a 5.1 dolby THC certified system can really kick ass!

    THC !!! What have you been smoking ?
  67. Re:I've not noticed any problems by Anonymous Coward · · Score: 0

    They're sure as hell not using S/PDIF--which is what this guy is looking for.

    And, he's right. You're a damned idiot if you think a 900Mhz signal is being sent out of your sound card.

  68. Re:Wasn't there supposed to be an article about au by Anonymous Coward · · Score: 0

    It is quite ironic (yes, this is irony, not coincidence) that an article that purports to bemoan the neglect of sound in favor of picture proceeds to rate the audio gear based on how it impacts graphics performance.

    That's not irony, that's just fucked up... : p

  69. I love my computers audio by fr0dicus · · Score: 1

    But then it is an Airport Express optically attached to my very nice AV system.

  70. I do wonder ... by janoc · · Score: 4, Informative
    I really do wonder, why are all those people crazy about those 5.1, 6.0, AC-3 whatever systems.

    It *is* possible to get 3D sound with just two speakers/headphones. Headphones are of course much preferable. Finally, humans have just two ears, not five or six. Trick is in the processing - the feeling of space is achieved not only by using intensity but also phase of the sound. The algorithms to do that are known, just Google for HRTF (head-related transfer function) - e.g. here.

    If you have a good HRTF and a geometrical model of the space, you can recreate very accurate sound reproduction, with just two speakers/headphones.

    EAX and DirectSound took a very rough approximation of HRTF and some rough approximation of the space (e.g. concert hall, church, etc.) and give you list of filters. The effects have nothing to do with reality and you will not get better spatial feeling using even twenty speakers. You do not take into account reflections, material on the walls, standing wave effects etc.

    For people interested in accoustic, have a look here. I had a short course with prof. Rindel, who is one of the authors of the ODEON software (there is a free demo on the page) and the stuff is really impressive. It beats things like EAX or very expensive 5.1 setups hands down. If modelling of this sort was supported by hardware, that would be the real revolution in computer audio. BTW, this technology was used as a part of CAHRISMA EU project, which we participated in (for the virtual reality part), the stuff is pretty much usable in real time already ( CAHRISMA at DTU, CAHRISMA at our lab, Something on the VR aspects of the project

    1. Re:I do wonder ... by ballpoint · · Score: 1

      I have listened to HRTF encoded samples with quality headphones, but up to now I have never been fully convinced. E.g. I can believe that a sound is circling around my head, if I know what to expect. But out of the blue it is completely impossible to determine if a motionless, unknown source is positioned in front of or behind me. That problem never arises with loudspeaker surround systems.

      I have come to the conclusion that a very important clue is missing when using headphones and a static HRTF. In real life our head makes both large movements on purpose and unintended small jittery movements, and the sound changes as a result. Our brain processes these changes subconsciously to provide us with spatial info.

      Attach some accelerometers (or alternatively, a means to obtain an absolute rotational position) to the headphone, update the model dynamically and you will have addressed my complaint.

      --
      Flourescent (adj): smelling like ground wheat.
    2. Re:I do wonder ... by Reteo+Varala · · Score: 1

      Yes, humans have two ears. Were we talking headphones (which would apply the concepts properly), that would be a good point.

      However, you might notice that ears are not just holes on the sides of their heads; there's a number of ridges and channels in a large, flat, fleshy protrusion that muffles or amplifies sound to give the mind enough information to perceive exactly where the sound is coming from. This is why you can know if sound is coming from your back and front.

      For this reason, surround sound requires the two speakers in the back, so as to allow the appropriate set of ridges in the ear to channel the sound into the ear canal, giving the listener the sensation that sound is coming not only from before him, but also from behind him.

      Now, I won't pretend to understand how these channels work; I'm no acoustic engineer. But I do know that they do work.

      Now the exception to this is as I've mentioned above, the headphones. They bypass the entire canal system in the outer ear by aiming directly into the ear canal. As such, the algorithms you mention would likely work, since it would simulate the ridges and canals in the outer ear enough for proper aural depth perception.

    3. Re:I do wonder ... by IronChef · · Score: 1

      If you have a good HRTF and a geometrical model of the space, you can recreate very accurate sound reproduction, with just two speakers/headphones.

      While you are waiting for that technology to come to market, some of us will be playing games with surround sound anyway. Have fun sitting around.

  71. Re:Pfffft... whatever! by adamjaskie · · Score: 3, Informative

    Heh, yeah the instruments in those old sound cards were crap. Then there was the time I fired up Doom on the old Pentium 100 i had hooked up to my midi equipment. Doom music played through a modern midi synth with sampled sounds is awesome.

    --
    /usr/games/fortune
  72. the space between the PC and the TV. by gad_zuki! · · Score: 2, Interesting

    The L.C.D .doesn't have this equipment. Computers are sold with two speakers, if any, and very few people use them as a "multi-media" unit, prefering their superior home stereos.

    A couple problems I see:

    The computer is usually not even in the same room as the sound/entertainment system. The computer is a web/email/work machine that doubles as a gaming machine once in a while.

    The computer doesn't come bundled with a really nice sound system and if offered, I doubt anyone who cared that much about sound would pay the premium knowing full well their home stereo blows it away, doesnt need reboots, etc.

    The same question can be asked of computer game controllers. The consoles do a much better job of delivering games for the L.C.D. that an old fashioned keyboard is just fine for gamers. No need for some killer controller. Of course some would argue the keyboard is superior and that flight simulators need special controllers, but those are niche items. Just because they are niche items doesn't mean they are "dying."

    Lastly, there are tons of 5.1 equipment for PCs for people who want them. This assumption that because it doesn't ship with the cheapest dell thus its "dying" is really pushing it.

  73. My middle-aged ears by gone.fishing · · Score: 1

    I can deal with poorer quality sound than I can poorer quality video. My middle-aged ears have been assulted by so much poor quality sound over the years that it has become acceptable.

    I do appreciate good sound but it is something that I can do without to save a couple of bucks.

    Still I run with sound off on my computer because there are so friggin many cheesy websites that think it is cool to play MIDI music or other sounds.

    I only turn up the volume when I want to listen to something. Usually, my inexpensive three speaker system is satisfactory. But, I don't usually play MP3's, DVD's, or CD's from my computer. I have a stereo and a TV for that stuff.

    I know, I know that is "old school" but so am I.

    1. Re:My middle-aged ears by DaveCBio · · Score: 1

      You should read The Media Equation by Reeves and Nass. In their research they found that people are far influenced by poor quality audio than poor quality video. It seems countintuitive, but the researched showed it to be true.

    2. Re:My middle-aged ears by Anonymous Coward · · Score: 0

      In their research they found that people are far influenced by poor quality audio than poor quality video.

      Something's missing from that sentence. Care to try again?

    3. Re:My middle-aged ears by DaveCBio · · Score: 1

      Hey smartass I missed a word, I guess the end of the world is.

    4. Re:My middle-aged ears by LiquidRaptor · · Score: 1

      Cept it's a VITAL word, I mean cmon, more, less, I assume more, but who knows.

  74. Re:Pfffft... whatever! by Anonymous Coward · · Score: 0

    FM synth? Please. I agree that the Doom music was great and added to the game, but to really appreciate it you needed a Gravis Ultrasound. There's absolutely no comparison. Of course in this day and age you can run a port like prboom in Linux with GUS patches and get the right music without any special card.

  75. Keyboards and mice by MMaestro · · Score: 2, Insightful

    Don't forget about the simpler things that even Joe Average has to deal with. Does the keyboard 'feel' right? What about the mouse? Wireless or not wireless? What about the size of the monitor or just hook up to your TV? Oh and, what kind of sound system should you get to hook up into your sound card?

  76. For the love of God, Mod down! by Anonymous Coward · · Score: 0

    The sooner this hits -1, the better! My tiny mind has been warped...

  77. Review is useless -- only discusses CPU impact. by Teflon · · Score: 1

    I found the review that was posted to be almost completely content-free. All it spoke about was graphics framerates on various games rather than about the audio performance characteristics of each card.

    I am much more interested in things like signal to noise ratios, sound quality, sound characteristics, number of useful discrete channels, bitrates, and general compatibility and reliability of cards.

    I recently switched from a cheap sound card to an Audigy 2 ZS and was astonished that the hiss I had become used to wasn't in my amplified speakers as I had assumed it was, but in the old sound card. This prompted me to take advantage of the 7.1 support of the Audigy 2 ZS and has since become my primary watching & listening environment for DVDs.

    The 96-khz/48-bit sound is also astonishingly clear when listened to with good speakers or headphones.

    I have been searching for some time for a review of the various sound cards comparing their quality. I am much more interested in giving up CPU cycles for better sound than the other way around.

    Cheers,
    Roy

  78. Usable Link (Coralized) by Anonymous Coward · · Score: 0

    Here'scoral cache link of the origional article.

  79. It's not the sound card! It's the speakers! by foxalopex · · Score: 1

    I think a lot of folks are forgetting that the problem doesn't lie in the sound cards. It's the speakers. I own a Sound Blaster Audigy card which supports 5.1 sound and EAX which is about all you need for most modern games. While I could get a more powerful sound card, realisticly with my speakers I probably couldn't really tell the difference. I have a four point sound setup which is okay. The thing is a matching set of speakers to take advantage of your sound board is usually 10x more expensive than the card itself. Now considering the fact most consumers have el cheapo speakers that are even worse than mine, it's not surprising they don't care that much since a $100 or less creative card will in thoes regards be overkill already.

  80. Re:Pfffft... whatever! by spektr · · Score: 2, Informative

    For grins and giggles, go download "The Last Ninja" and throw it into your c64 emulator of choice (Vice).

    I hate the thought that Last Ninja II may already be released when the download over my 150 baud line emulator finishes...

    The soundtrack on that is absoluetly amazing, and it was made.. what, almost 16 years ago? One of the best gaming soundtracks ever.

    Yeah - enjoy it in new glory. (But please don't torture the little server to much.)

  81. Nope. by spast · · Score: 1

    The basic idea is to hook it to a surround receiver, and if a DD sound bitstream is being sent out (like from a game), it aught to be decoded in the receiver... Right? Is there any such thing that exists?

    Dude, you really should've read the article.

    The nVidia Soundstorm APU is actually the ONLY available product capable of encoding a digital (AC3) surround data stream in real time. And since nVidia apparently doesn't want to incorporate Soundstorm in one of their future chipsets, it looks like we're out of luck. For me, that's a reason to stick with my outdated Athlon XP system and my Soundstorm equipped ASUS motherboard for the time being. I hope nVidia or some other manufacturer will get a clue in the near future and offer a decent PCI sound card with that capability.

    Of course, if all you want is a digital output (optical or electrical) on your soundcard, that's pretty easy. Most modern cards have them and should work just fine with Linux. You just won't get real-time encoded AC3 over them.

    1. Re:Nope. by Anonymous Coward · · Score: 0

      You mean real time encoded /in hardware/.
      A cpu can do it no problem...

    2. Re:Nope. by spast · · Score: 1

      Sure. By the way, do you know any software that does this?

  82. I'll tell you what's up by DaveCBio · · Score: 1

    Everyone from the top down constantly talks about how important audio is. They talk about how it's 30-50% of the experience and how good audio can make or break a game. However, when the rubber hits the road it's the first thing to be cut, it has the lowest portion of the budget, the least amount of people per project, and little to no programming time allocated (why reinvent the wheel right?). Eye candy makes great review fodder and box art. It's time devs stopped paying lip service and actually allocated the resources needed to make audio on par with other elements in games. The excuse that everyone is listening on $10 PC speakers or mono TV speakers is a pile of BS.

    They need to get audio folks in on projects at the same time as everyone else. It makes no sense to cram all things audio (planning, design, creation, and implementation) into the last 6 months of a 3 year dev cycle.

  83. All audio advances... by bullitB · · Score: 1

    ...are going to run into the problem that we only have 2 ears. All "surround sound" effects should be able to be emulated with a pair of headphones and a good set of filters, like in Dolby Headphone technology. So any audio hardware is really just going to be doing this kind of thing, and modern CPUs are really getting fast enough that it's not an issue. These days, the primary thing a computer needs to have is a little jack into which headphones can be plugged.

  84. Audio Channel Surfing by neuraloverload · · Score: 1

    should be mandatory. i have a pc used for multimedia activity (gaming, movies/tv/music) and what i want to see out there is a program to seperate audio channels and effective volume control of those channels. i want to be able to watch a movie on the dvd player in my system, sound through the stereo, and not have to listen to the boops and beeps background programs emit on a regular basis. or webbing while listening to music and the annoying trend in integrated audio in advertising on pages. DOES ANYBODY KNOW OF ANYTHING LIKE THIS?

    1. Re:Audio Channel Surfing by jon_eccleston · · Score: 1

      I believe one of the new features of Longhorn will be per-application volume control, so you'll be able to mute everything except your DVD software, or mute only your web browser.

    2. Re:Audio Channel Surfing by neuraloverload · · Score: 1

      i appreciate the heads up, but longhorn is still too far away and it's limited availability even at that time due to price point. personally, i find it kind of amazing that this issue has yet to be really recognized as an opportunity by cs/audio professionals considering the inroads made by multimedia systems and the techsavvy typically associated with such things.

  85. Am I the only one... by soccerisgod · · Score: 1

    Hello?

    Am I the only one who immidiatly thought of a comic character of indian descent here?

    --
    If a train station is a place where a train stops, what's a workstation?
  86. What killed Soundstorm. by EoRaptor · · Score: 4, Interesting


    We all like to lament the loss of Soundstorm, with it's hardware audio mixing and on the fly dolby digital encoding, but it died for two reasons, one major, one minor.

    The big one was marketing. Nvidia failed, on every level, to market and push the Soundstorm APU. It wasn't advertised, it's features and abilities were no explained, and info about it was buried deep within the then current nvidia web page. Nobody knew what it was, and while everyone understood 5.1 sound on a motherboard, no one understood why nvidias was better. And by no one, I include motherboard reviewers, who would talk about the dual channel features and onboard firewire of the nforce chipset, but completely overlook the sound, failing to even mention it in most cases. This feedback lead motherboard manufacturers to question the premium nvidia charged for the solution, and often opt for the cheaper AC'97 chipsets they had in stock instead. Nvidia never published benchmark and review guidelines for the soundstorm, so nobody ever cared about it. They needed to push it's excellence as a gaming and home theater chipset, and it's ability to blend digitally with home audio setups, and never did.

    The second reason is, in fact, Creative Labs. To understand, some technical details of the soundstorm are needed. The Soundstorm APU is a semi-custom DSP, not a dedicated audio solution. It runs a customized version of the Sensaura 3D engine, doing all the work on APU that is normally left to Sensaura versions that run within the drivers of other soundcard makers. Additionally, the final mix stage of this engine has had the Dolby Digital Live encoder added, allowing the 5.1 output to be packed into an AC-3 stream. In other words, Nvidia was dependent on Sensaura technology. Now, guess who just bought Sensaura? That's right! Creative Labs. Do you think they'll be licensing their new acquisition to the one company that actually competes with them? Now, they'll keep licensing it to other AC'97 makers, because who wouldn't want a cut of every motherboard ever made, and the opportunity to make more when they buy a creative soundcard to replace it?

    So, it's dead. Replacing the Sensaura engine with an in house solution isn't possible, as there is to much contamination of IP, nvidia would have to hire all new dev's and engineers to clean room it. Licensing from Creative will be prohibitively expensive, and motherboard makers aren't interested in it anyway.

    Why not make a PCI version? Well, the PCI bus can't handle 64 16bit/48Khz audio streams, that's more bandwitdth than PCI has. It worked fine on soundstorm, thanks to the fast north-southbridge link. You could produce a PCIe 1x card version, but nvidia would have to re-engineer a good deal of the chip to do so, and then we are back to licensing anyway.

    Nvidia never made Soundstorm enough of a brand to be worth noticeing, and then killed it when the costs got to high and the support got to difficult. Strangely, drivers for the soundstorm have finally matured, with the most recent 4.31 audio producing decent sound and having wide compatibility. Ah well, looks like our next hope is the highly DRM protected Intel HDA standard. At elast it offers realtime dolby digital. Sort of.

    1. Re:What killed Soundstorm. by matyas47 · · Score: 1

      "Why not make a PCI version? Well, the PCI bus can't handle 64 16bit/48Khz audio streams, that's more bandwitdth than PCI has. It worked fine on soundstorm, thanks to the fast north-southbridge link. You could produce a PCIe 1x card version, but nvidia would have to re-engineer a good deal of the chip to do so, and then we are back to licensing anyway." Ummm.... There are pro audio PCI cards which can do this. RME cards will do 24 96kHz 24-bit streams (which I guess would be equivalent to 40 or so 16-bit 48 kHz). Digi makes hardware to do up to 128 24-bit 192 kHz streams, but of course that's using custom DSPs. Anyway, the problem isn't the PCI bus, it's that gamers don't really need that much audio bandwidth.

    2. Re:What killed Soundstorm. by Anonymous Coward · · Score: 0

      Dolby Digial (AC-3) lossy compresses the audio stream, which is why it needs a fancy encoder. I'd rather not compress the audio stream just to send it out to an expensive AC-3 decoder. What's wrong with just sending it out as multiple digital streams? At least a few cards on the market already do this. (The much-bashed Audigy 2 ZS provides 4.1 digital outputs by using a 4 contact miniplug--hey, the Audigy 2 ZS is a noticeable improvement over the old Live!s, and is more than good enough for most non-pro people, for the same reason only a lunatic fringe buys the latest and greatest Radeon/GeForce chip the moment it comes out.) Probably the only real benefit is that it integrates with an existing home theater setup, so you don't need a whole separate system for your computer, but that would be about it.

      As for the PCI thing, NVIDIA or ATI could integrate the sound system with the graphics system, and leverage the AGP bus or the upcoming PCI Express 16x slots (the other PCI Express slots will be less common for the near future, since there's much less demand for them). In fact, I think this is a pretty hot idea. Imagine upgrading your sound card and video card at the same time... the two companies would absolutely love it.

      All those licensing issues are a problem, but they aren't insurmountable. If Creative doesn't want to license their technology, they can be sued for anti-trust violations, so it's in their interest to license it out at reasonable rates (not to mention the revenue stream it would provide). Claiming otherwise is just tin hat fanatic paranoia. And it's not impossible to develop alternative technology, either, whether in-house or by another startup. (How do you think Aureal and Sensaura, or heck, Dolby for that matter, first came into being, as corporate spin offs? Please.)

      The real obstacle is that no one cares, but if you upgraded your sound chip at the same time as your video chip (not unlike how you would do with a console), that could be big, really big.

    3. Re:What killed Soundstorm. by Anonymous Coward · · Score: 0

      There is a bigger reason:

      The development of Soundstorm was paid for by the XBox contract from Microsoft. MS wanted a product easily integrated into a typical living room audio setup, hence the DD5.1 over S/PDIF solution.

      The changes required to integrate it into their next PC chipset were minor. They had the tech and the architecture is basically identical.

      Soundstorm was basically an afterthought on the Nforce2. NVidia themselves were suprised by how popular it became among the currently niche market of home theater gamers.

      That niche market will grow rapidly if consoles don't fill it. There's a few popular genres of PC games that are essentially non-existent on consoles. PC's will always be ahead of consoles tech-wise, and if that gap remains large enough to offset the convience of consoles, home theater PC gaming has a place in the market.

      The mass market isn't ready for PCs in the living room, but the Media Center PCs are opening that door. If consoles don't close the gap, Soundstorm style products will be back.

      Personally I'd wish they'd keep working on it now, but my preferences don't justify the costs of NVidia's doing so without a windfall on the scale of their XBox contract.

    4. Re:What killed Soundstorm. by man_ls · · Score: 1

      Nothing that I'm aware of (proprietary Creative to Creative connections aside) can accept multple S/PDIF PCM streams and reconstruct these into a surround sound stream.

      Thus, the on-the-fly digital encoding is an amazing feature for those of us with dolby digital decoders in our equipment already -- a single digital connection to allow the signal to travel to the decoder and be processed by its hardware.

      That's precisely what I've wanted for YEARS. I have an Audigy 2, it doesn't do it, I don't think my nForce2 sound does either.

  87. Doom 3 by rd_syringe · · Score: 1

    What's the point when games like Doom 3 don't even use EAX or other sound-modelling technologies? Half-Life 1 back in '99 was doing echoes and reverb based on the size of the room, and even now in 2004, a game like Doom 3 still plays its sounds effects raw, like you're in a closet.

    Doom 3 really suffered to me because when I blasted a shotgun or heard an Imp shriek in those shiny metallic rooms, it didn't sound like I was in a shiny metallic room.

    1. Re:Doom 3 by Anonymous Coward · · Score: 0

      Apparently Doom 3 doesn have an EAX-like sound modelling thing (Id wrote their own, but it apparently infringed on one of Creative's patents, so they made a deal that future Doom 3-based stuff would use EAX, even though that was what Id was trying to avoid in the first place), but it only works with with 5.1 setups. If you've got 2.1 or headphones, it defaults to the crappy non-EAX sound that you're hearing.

    2. Re:Doom 3 by jrockway · · Score: 1

      ut2004 has good sound... it even uses the open-source OpenAL to render it

      --
      My other car is first.
    3. Re:Doom 3 by rd_syringe · · Score: 2, Informative

      Creative's patent issue was regarding a shadow algorithm. There is no EAX in Doom 3. The reason only 5.1 systems get surround sound is because of the very basic sound system.

      Carmack handled the sound engine. Apparently, he cut the thing in half and was proud at how less complex it had become.

    4. Re:Doom 3 by Ford+Prefect · · Score: 2, Interesting

      Half-Life 1 back in '99 was doing echoes and reverb based on the size of the room, and even now in 2004, a game like Doom 3 still plays its sounds effects raw, like you're in a closet.

      Half-Life's actually a lot simpler than that - in the single-player game, you control the DSP algorithm with the env_sound point entity. There are a bunch of presets, and park 'em either side of an entrance, for instance one with 'Cavern Large' and one with 'Tunnel Small', and as the player walks past their audio changes... There are only two channels processed (left and right) - if a sound plays, it gets shoved out through the DSP. You can't have some sound effects with one effect applied and others with another, it's an all-or-nothing trick.

      Having said that, it can be incredibly effective, and since it's completely controlled by the mapper, you can choose effects to maximise the atmospheric effects. Who cares how big the room is, what's the most claustrophobic effect that can be applied for when the player's soemwhere they shouldn't be? And what's a much safer ambience for when they're away from danger?

      Highly impressive, especially as it ran without problems in high-quality on my old P166MMX. Interestingly, the guy who wrote the DSP stuff, Kelly Bailey, also did all the music and sound effects for Half-Life. I've always felt that the audio systems in Id games were a bit of an afterthought, but Half-Life's is a major feature in the game, designed in part by the designer of what it would play...

      --
      Tedious Bloggy Stuff - hooray?
  88. Re:I've not noticed any problems by EvilLordSoth · · Score: 2, Insightful
    I was going to mod the correction to this ACs statement as insightful so people would see it, but then I remembered: tis better to explain than to judge.

    It is one of the pet peeves of mine that the word COAXIAL is used to refer to so many different types of cables, that it can sometimes be confusing. This is what may have the parent AC confused.

    While you CAN convert a normal 1.5mm (hereafter referred to as miniplug) female jack that 99% of people have on their sound cards to a what he refers to as coaxial cables (coaxial in this instance meaning the kind of cable that your cable television and internet use to come into the house, or that older televisions have as their only input), you gain nothing by doing this other than the ability to run the cables a long distance without any degradation. Though those coaxial cables may HAVE a theoretical bandwidth of 900mhz (or higher I'm not entirely sure) you'll never be using more than 22khz of that bandwidth.

    What TFA is talking about is the coaxial cables used for digital sound, the format which is used by Sony and Phillips (hence the SPDIF, Sony-Phillips Digital Interface). This carries sound digitally at 44khz inbetween different consumer devices and also allows for different kinds of surround encoding such as DTS. The other format for carrying digital sound inbetween consumer devices is called optical, or more correctly TOSlink, and is supported by the rest of the manufacturers that didn't want to pay royalties to Sony/Phillips for using their patented standard. Optical also carries sound at 44khz and can support the same kinds of encoding as SPDIF can.

    now the ON topic part of this post:

    It is sad to see that the SoundStorm audio solution may not be carried on, as I thought it was the first real innovation in the computer sound industry in a long time. Even the DECENT onboard sound solutions had always used CPU cycles to encode the sound information provided by games to a theater standard surround setup such as DTS. The fact that Soundstorm can do this without any CPU time was a major boon to me as far as buying an Nforce2 chipset based board. Without the soundstorm, to get correctly positioned audio to my receiver I had to run both analog AND digital cables to my receiver and then switch between inputs on the receiver depending on whether I was gaming or watching a DVD.

    That's so bullshit.

    Having never really liked creative I didn't really feel like supporting them and purchasing an audigy 2 when I built my new computer to get correctly positional audio, so the Soundstorm enabled Nforce2 boards really fit the bill. I'll be sad to see it go, but I can understand how computer audio for most people is definitely a low priority.

    It is my hope that the better class of mainboard makers (asus, abit, etc.) who make higher end boards for people who custom build will continue to provide the hardware required for the SoundStorm audio, and that Nvidia will keep the specification in the Nforce chipset. The best way to get this done is to continue to support manufacturers that realize there definitely IS a subset of people who would NOT like the cheapest quality components for the most important part of their system, and are willing to pay a premium for that.

    *sigh* ranting done, when it all comes down to it, I guess it's always money that talks. It seems that the money (vote) of the consumer dollar is less and less powerful against the money (vote) of the corporate dollar. Why should it be any different overseas ?

  89. what's the big deal? by violently_ill · · Score: 1

    have ya'll not heard about intel's HD audio?
    24-bit/96khz
    dolby digital 7.1
    eax 2.0
    supports microsoft's UAA

    there are only three problems with HD audio that i can see:
    1) eax 2.0 only (creative is about to release eax 5.0)
    2) mediocre SNR with first-generation silicon
    3) very cpu hungry compared with audigy2 and envy24

    i've never been enthralled with eax, so for me #1 isn't such a big deal. #2 and #3 will be mitigated by future hardware and drivers (and besides, cpu power is abundant and cheap).

    with hd audio, the audio problem is basically solved. we've been getting diminishing returns from all this whiz-bang new audio tech for a while now. so what's the big deal?

  90. Audio Anecdotes: Let's improve PC/Game Audio by kengreenebaum · · Score: 1

    Disappointed by the state of game and PC audio and want to do something about it?

    There exists a huge disconnect between state of the art audio research and the state of sound implemented in commercial hardware, system software and applications.

    To help change this I (with the help of many) have created, href=http://audioanecdotes.com>Audio Anecdotes, a series of books presenting theory, algorithms, and advice from the experts. Where possible articles are accompanied by working, open-source, portable (we support Windows, Mac OSX and Linux) source code implementations.

    For those familiar with Andrew Glassner's popular Graphics Gems Series, Audio Anecdotes is a Graphics Gems for sound.

    Audio Anecdotes Volume1 is in stores (try Amazon's search inside the book to have a quick look), and Volume2 will be available soon.

    Series topics include: physics of sound propagation, perception of sound, sound synthesis, voice synthesis, synchronization, spatial 3D audio, signal processing, music theory, composition, sound for film, sound recording the effect of sound on the body and mind, and more.

    Advanced techniques like beam steering, echo and crosstalk cancellation are now being worked on for a future volume.

    This is a community contributed work, please participate! We need researchers, engineers, and other audio practitioners to write articles, programmers to help develop demonstration code. We especially need help developing our cross platform build on Linux and Mac OSX environments.

    Please email me directly at keng@sworks.com if you have any feedback or would like to participate.

  91. Ditto by multipartmixed · · Score: 2, Interesting

    I played Doom when it first came out through a SoundBlaster 16 and a Yamaha PSR-510. The 510's keyboard was crap, but the AWM GMIDI samples were pretty good -- and Doom sounded *GREAT*. Even better than SB16 + WaveBlaster.

    --

    Do daemons dream of electric sleep()?
  92. Audigy 2 ZS - Creative's Droppings - Dialing home by Anonymous Coward · · Score: 0

    Nice on those Audigy 2 ZS how when you install the software it dials home (using flash.)

    This especially pisses me off when I paid so much for this stupid card. (I will not buy creative again, I will buy PRO shit next time)

    I had InetReg.exe and RegFlash.exe renamed to InetReg.e and RegFlash.e

    to finally break the endless loop.

    After that the card worked well.

    Need a fast box (3.2Ghz) or don't think about using EAX.

    And some of the high end shit (192k Audio) only works in CERTAIN OS's that I don't use... how fscking annoying.

  93. Hardware encoding so what? by ICECommander · · Score: 1

    Why the excitement over hardware Dolby Digital 5.1 "cinema quality" encoding? As far as the benchmarks show there isn't that much of a difference between the SoundStorm that is so loved by the authors and the cheapest 5.1 onboard card. Even so, the sound is far from being supreme and not that great compared to an Audigy 2 or a TerraTec Aureon.

    --
    All your Sybase are belong to us.
  94. Re:Pfffft... whatever! by Seven001 · · Score: 1
    No game since has ever matched DOOM/DOOM2's music effect upon the player, in my opinion.

    One word: Diablo.
  95. syncronization by LordMyren · · Score: 1

    the greatest crime is that we have done NOTHING to enable network syncronization of audio.

    cpu processing, special effects, fancy mixers. all these features are simply pieces of silicon ripe for the molding. but they are nothing novel. they are not signifcant advancements; they are merely luxuries most consumers are too ignorant to demand. they are not advancements!

    what we need is a sound system which is actually more functional! one which is ADVANCED, bears features as of yet unseen:

    a computer should be able to declare, "play this audio file at 09:00 exactly", and every computer should be able to start playing in perfect tune. AND, even for a 100 hour sample, it should stay in relative harmony. the ONE time i got two computers to start playing a file in harmony, the two systems drifted apart so that by the end of the 4 minute tune they were quite painfully out of phase.

    yes, this is a problem computer networks were never meant to tackle. still, i believe there could be potential solutions short of atomic clocks in every computer.

    1. Re:syncronization by kengreenebaum · · Score: 1

      There has actually been very nice work done for synchronization of media on general purpose multi-tasking computing platforms and some of it has actually been released as product...

      Please research the synchronization primitives provided on SGI machines going back over 10 years now that allowed applications to pretty easily achieve sample accurate audio and video synchronization.

      My work at Microsoft research took the work I was going at SGI to the next level, using a description based language to describe the desired media 'equation' to the rendering system instead of imperatively controlling each step in the creation of the media. This work was released as DirectAnimation and is installed in most systems from Win98 2nd Edition through XP.

      Most recently I read a pre-print of a colleague's article to be printed in the Journal of the AES that proposes a very nice mechanism for achieving near sample accuracy across standard Ethernet/IP. I had a very impressive demonstration of a 5.1 system, each speaker being an independent Ethernet node (the system determines orientation and self synchronizes).

      The Audio Anecdotes series of books explore these and other topics (where possible articles include demo programs with cross platform source code). Please email keng@sworks.com if anyone would like to contribute an article or help work on the cross platform CD to accompany Audio Anecdotes Volume3.

  96. Re:Pfffft... whatever! by canavan · · Score: 1

    May I suggest a Roland SC-55 instead of your old adlib card? They're much better, are relatively cheap nowadays and they even run off the serial port.

  97. I've not noticed any problems-Ass kicking. by Anonymous Coward · · Score: 0

    "It is my hope that the better class of mainboard makers (asus, abit, etc.) who make higher end boards for people who custom build will continue to provide the hardware required for the SoundStorm audio, and that Nvidia will keep the specification in the Nforce chipset. The best way to get this done is to continue to support manufacturers that realize there definitely IS a subset of people who would NOT like the cheapest quality components for the most important part of their system, and are willing to pay a premium for that.

    *sigh* ranting done, when it all comes down to it, I guess it's always money that talks. It seems that the money (vote) of the consumer dollar is less and less powerful against the money (vote) of the corporate dollar. Why should it be any different overseas ? "

    Ummm...excuse me? You first talk about people paying a premium (a larger monetary vote) then lament later about the consumer's monetary vote being lesser against the corporate monetary vote.

    Maybe the ass you should be kicking is the consumers, not the corporations.

  98. They are Real People by rssrss · · Score: 1

    My Wife who is a Ph.D. Clinical Psychologist, told me that when she was in graduate school she worked in a lab run by Dr. Honeydue and that his assistant was Beaker. Those were not their real names, which the Muppets changed to protect themselves from lawsuits, but that was them. They worked at large hospital in New York City and that is the only clue I am going to give you.

    --
    In the land of the blind, the one-eyed man is king.
  99. Soundstorm under Linux by MrNemesis · · Score: 1

    I may be a little behind the times with this since it's eben a while since I've used an nForce2 under Linux, but last time I checked nVidia's Linux drivers for the SoundStorm APU didn't include those for a hardware mixer; hence mixing of multiple audio streams must be done via a software mixer like arts.

    If nVidia can't be arsed to release the specs to the ALSA/OSS guys *or* produce a half decent driver themselves, then I'm gonna stick to my Audigy cards for the time being.

    Disclaimer: I'm usually a huge fan of nVidia's drivers (having had nothing but good experiences with them), and can understand their binary-only-ness. But it's not like soundcards are a hotly contested area of computing at the moment, and it strikes me that nVidia is shooting themselves in the foot a bit with this rather annoying issue. Under Windows the SoundStorm is a helluva sound chip.

    --
    Moderation Total: -1 Troll, +3 Goat
    1. Re:Soundstorm under Linux by ImaLamer · · Score: 1
      Soundstorm and the rest are support by Nvidia's latest linux driver release

      I must admit that it was a bitch getting the thing to work under Mandrake 10 (but I'm using Mandrake, so shows what I know). Problem was picking the right driver/module to use and then realizing that I needed to update quite a few things (at the time I was using the Community release, not the Official... works in Official btw)

      From the page linked to above:
      Linux nForce Driver - IA32
      Version: 1.0-0283
      Release Date: August 13, 2004
      Release Highlights for 1.0-0283
      :

      Added support for Linux Installer

      Added support for SoundStorm (Hardware Mixing supported)

      Added support AC3 pass-through

      Added support for Ethernet driver statistics and configuration information through procfs

      Added support for 2.6 series kernels

      Added a new audio application, NVIDIA NVMixer, to do Volume control per channel, input selection, Speaker selection, Speaker cloning, Swap mic to Center/Lfe & LineIn to Surround L/R

      NVMixer is nice, both under Windows (XP) and linux. Under XP it allows you to go through their speaker wizard. Makes for easy downmixing, making my 4.1 speaker system sound like 5.1

      The computer is an *ducks* eMachines T3025. Works great in the sound area. Just plug the "back" speakers into the line-in and the center/sub into the microphone (even without the Nvmixer application, check these option in Windows mixer's advanced section under master)

      Like I said, I've got a Cambridge Soundworks (now creative) brand 4.1 speaker option that performs nicely. They are old but work like anything bought today. In fact with the NVMixer application you really don't need 5 speakers and a subwoofer. Just tell it you've only got 4 (or two) and it will figure out where to put the sound. Remember it all depends on the timing. When you think something is coming from a certain point it's because when it hits your ears. The mixer just delays certain sounds and works flawlessly.

  100. Re:I've not noticed any problems by Anonymous Coward · · Score: 0

    Is there any such thing that exists?

    You mean like a bog standard OEM Creative SB Live! using AC3 passthrough thats been in the driver for ohhh, years now? Co-axial digital out. People are using them all over the place. Whats so hard about it?

  101. Re:I've not noticed any problems by Anonymous Coward · · Score: 0

    You mean like a bog standard OEM Creative SB Live! using AC3 passthrough thats been in the driver for ohhh, years now? Co-axial digital out. People are using them all over the place. Whats so hard about it?

    Because it's not real time encoding and only works when you already have an encoded AC3 stream, such as when you're watching a DVD. It will NOT work with games.

    IS THAT SO HARD TO UNDERSTAND, COCKGOBBLER?

  102. Cached article by Bender+Unit+22 · · Score: 1

    Maybe if we looked through the cache instead.

  103. A nitpick by farnz · · Score: 1
    The PCI bus is 32-bit transfers, at 33MHz. Assuming no loss to bus overhead, or to other users, a PCI bus can handle 1375 16bit/48KHz audio streams. Allowing a decent chunk for bus overhead, you've still got over 1000 streams flowing. Assume that they all come off an interface streaming in over the PCI bus, and you're still looking at a minimum of 400 streams.

    So, PCI has more than enough bandwidth for silly numbers of audio streams; it's just that no-one bothers with serious audio.

  104. The problem with gaming audio by riflemann · · Score: 2, Interesting

    One thing that shits me with gaming audio is that in the games I've played, all the effects, monsters, etc ALL SOUND THE SAME.

    Eg in doom, each type of sound is exactly the same, only slightly pitch shifted. The same goes for the quake series - every sound only differs with a little pitch. Whether the surrounding geography is a small room or a huge hall, it sounds the same.

    what I want to see is true dynamic audio - each sound effect being created dynamically out of base sounds, so that each time you hear a particular effect, it's sound varies according to the immediate geography - big booming echoes in large halls, crisp, close and loud shrieks in small spaces.

    THAT is what would make audio advance in gaming to the next level.

  105. Re:Pfffft... whatever! by TWX · · Score: 1

    I specifically didn't like DOOM's music on a non-FM midi setup. I liked how "Overdriven Guitar" as per FM sounded, with a nasty, disturbed edge. Anything more than that just tamed it too much. It's supposed to sound twisted, and FM synth definitely twists it.

    --
    Do not look into laser with remaining eye.
  106. Name one game that would support... by Ayanami+Rei · · Score: 1

    surround sound through SDL, ALSA or OSS. Because I can't think of one.

    --
    THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON
    1. Re:Name one game that would support... by Anonymous Coward · · Score: 0

      ummm. tux racer?

  107. Re:Pfffft... whatever! by Anonymous Coward · · Score: 0

    Its true. The sound processor in the C64 still runs rings around anything in a PC. It was used in commercial music synthesizers of that era. And I bet it's sound processor could still be used for for such today.

  108. Re:I've not noticed any problems by timmi · · Score: 1

    IIRC, Turtle Beach 5.1 sound cards have a "Versa-jack" that can function as Line-out 3, (Center/Sub IIRC) Line-in 2, or SP/DIF out. all you need is to convert the minijack to a single RCA connector. (The right channel on a stereo one might work

    same applies to Creative Live Series, look on the back panel. Live cards also support third-party add-ons that include the functions you desire directly

  109. Audio Render by hoak · · Score: 4, Informative

    From a Sound Designer's perspective a much larger issue and limitation to "What's up with computer audio?" is that most of the market is driven by game sound and the status of what is regarded as 'State-Of-The-Art' in game sound render is laughable to be generous.

    To be fair, until recently sound render capability and fidelity in games has really not been much of a concern with good reason; games and game design haven't offered the level of play detail and subtlety to take advantage of much more then crude 'positional' sound render capabilities, and as far as fidelity is concerned most game Fans listen to game sound on the most abject sound hardware as far as fidelity is concerned even when under the illusion they have purchased State-Of-The-Art rig.

    There are a slew of issues and challenges unique to game sound rendering that will only be overcome when some generous or concerned Developers and Programmers assumes the onus of seriously addressing them -- to date no one has. Fundamental issues and serious limitations of game sound render that bring it in way below the bar of what's technically feasible can be summarized (in no particular order):

    limited dynamic range (due to the following)
    crude sub-mixing of multiple sound channels
    gross compression/companding
    simplistic, crude compression and companding algorithms
    gross interactions between mixer, compression and companding
    lack of sound and level designer control over aforesaid parameters
    complete lack of even the most basic engineering documentation of the aforesaid
    no (or very crude) steridian based boundary effects
    use of cheap canned DSP & positional libraries
    very poor perspective (first to third person) and proximity effects
    crap-tastic tools (worst in the industry)
    no security
    poor sync
    undocumented black-box sound manipulation

    As just about everything that can be wrong with sound render in games is wrong even the smallest concerted attempt at addressing some some of these issues with the crudest of solutions would be a [i]God Send[/i]. In many cases issues and limitation of crusty sound renderer 'back planes' and features could be overcome by the simple expedient of documenting how they perform and at the very least offering Sound & Level Designers means to disable mixer compression, ACG, and DSP effects and features, and create or adjust these effects statically/manually.

    Arguably the largest issue confronting fidelity in game sound render is having automated dynamic mixing of an indefinite and changing number of sound sources, of dynamic position and not have them overload. In essence sound renderers are required to automate the task of live show Sound Engineer that is setting up for multiple performers, performing different kinds of music with different instruments, different number of performers in each ensemble, and different musical genera on-the-fly -- a virtually impossible task with no automation, only crude DSP, and very crude compression schemes.

    The current solution has bee to use massive amounts of audio compression and companding (not to be confused with digital file compression) reducing dynamic range on a heinous scale -- and while this is a better sounding solution gross digital overload -- the dynamic range achieved and double digit distortion figures obviate any need for high fidelity audio hardware beyond the cheapest EAX compatible card and discount headphones that aren't physically painful to wear. The surround sound processing offered by even the best audio hardware and game renderers is little more then laughable marketing gimmick to be polite.

    The value of decent sound render performance capability won't be readily apparent unless or until it's available for a capable Sound Designer and Game Designer to collaborate and exploit and the results won't be the 'knock your socks off' kind of thing like HUGE explosions and cheap positional panning effects of jets, or magical plasma balls screaming past or behind yo

  110. I'll answer why computer audio is forgotten by digitalgimpus · · Score: 1

    It's actually 2 parts:

    1. Marketing: Trade shows, and when games are plugged on TV, it's very rarely the games sounds. It's normally a mix tape providing some audio to set the mood. Often techno, or hard rock. The focus in this case needs to be the graphics. Graphics are what makes the game look attractive in these important media outlets. Graphics are what sell. The audio is a mere bonus.

    2. People don't care as much about sound. Not to many people have a 5.1 system hooked up to their computer. More and more college kids have a laptop now. This means the 18-21 crowd has intel integrated audio, rather than high tech audio PCI cards. And quite often headphones are used.

    Audio is expensive. Between a card (which isn't to bad), and expensive speakers. Video is mainly the card.

    If you have to sacrifice one, most people pick audio. Because having a low frame rate stinks. But playing a game on mute (and having the football game on tv instead) is more desirable.

    It's marketing. People care more about video, so that's the focus. Drastically less is audio. So that's why audio is 'forgotten'.

  111. Re:Pfffft... whatever! by WWWWolf · · Score: 1

    Yeah, except the games themselves are hard as hell. =(

    But I can definitely recommend the soundtracks for the whole Last Ninja series. LN1 had amazing soundtrack. LN2 had even better. LN3, while I never thought that was possible, was even better than that. The Central Park theme of Last Ninja 2 has the Best Synthetic Electric Guitars Ever(tm). The intro to LN3 is probably the very embodiment of Real Ultimate Power. (You've got to see the intro to believe it. I'll try to sneak the game to my real C64 and see that it actually runs - I still sometimes think the video I've seen is a modern fake =)

    As for other great C64 soundtracks, try Rob Hubbard's ...anything (Mega Apocalypse is my favorite), Richard Joseph's Barbarian (far more Conan than Conan itself!), Wally Beben's Tetris (No recycled Russian songs here!) and just about anything by Jeroen Tel (I got to know his music through Golden Axe - can you imagine the crummy little home version of the game to have better music than the arcade version?)

  112. Been there, done that. by Saville · · Score: 2, Interesting

    Lets travel back, way back. There was the Adlib audio. Then Creative Labs introduced the 8bit, 11Khz Sound Blaster, then the Sound Blaster Pro which added stereo. Then there was the Sounds Blaster 16, Pro Audio Spectrum 16, and the Gravis Ultrasound (GUS) back in 1991.

    The GUS was way ahead of the others. It could mix up to 32 channels in hardware. It always played the sound back at 44Khz via interpolation (unless you had too many channels active at once). It had up to 1meg of on board sound memory so it could be totally independent of your CPU. The Demo scene loved it. It had faked 3d sound via QSound..

    It never caught on :( Creative's control was too powerful. Even the GUS PnP which was based on the AMD Interwave sound chip failed. Eventually Gravis was bought and the exited the sound business.

    Years later Aureal, attempted to bring good audio to the PC and break Creative's control with its Vortex sound card. They ran into money issues. Creative sued them. They won, but the lawsuit drained their money and they went bankrupt. Creative then bought the remains (patents) of the company.

    But rumours are nVidia hired many of the out of work engineers, which developed the Sound Storm for the Xbox. Which then nVidia fortunately brought to the nForce. Which unfortunately won't be in future versions because nobody is willing to pay for it. Even if it is "free". Gamers are more interested in a "free" hardware firewall.

    Looking back at how Gravis, AMD, Aureal, and others have failed despite having superior products makes me wounder how a company could successfully introduce better audio to gamers. Maybe if it helped you win at FPS games... Seeing nVidia leave the audio market is sad, but I've been sad about this many times before. I'm kind of numb to the pain of seeing a great new technology with high hopes of making things better fail due to lack of interest.

    I have a feeling we'll be stuck using Intel's "Azalea" for a long long time. It's certainly not bad, but it has the CPU do the work instead of a coprocessor. What do you expect from Intel when they made a nice new DX9 graphics core, but didn't use hardware T&L? Gotta try to create a market for those faster CPUs somehow... Sure, it can output some Dolby signals if they are precomputed (i.e. DVDs), but it can't encode them if they are dynamic (i.e. games). Unless you have a really powerful CPU. Oh well, at least Intel High Definition Audio as it is officially known now beats AC'97.

  113. Audio Games by Anonymous Coward · · Score: 0

    As my manager told me while working as the audio technology guy at atari coin-op...

    "There called video games, not audio games."

    I had no rebutle.

  114. Re:Better for HT receivers. 5.1 through digital. by guidryp · · Score: 1

    Big deal for those of us with HT recievers connected to our computers.

    By connecting digitally, you leave all the analog interference in the case of the PC. Also I now use all the Digital/Analog stages of my Denon HT reciever, which are better quality than any reasonably priced sound card.

    Try to do the same with any other sound card and you only get stereo through digital. Soundstorm lets you get 5.1 channels through digital.

  115. Mostly irrevelant by NeedleSurfer · · Score: 1

    First, AC3 decoding already exist on many computer audio hardware, AC3 can ONLY be "done on the fly" and their surround positioning example picture made me choke, surround speakers must be behind, roughly each midway between center and side front speakers, not in front midway between your chair and tv! ...

    This article is irrevelant and you shouldn't buy stuff according to what you find in it.

    Btw I am an audio engineer.

    1. Re:Mostly irrevelant by guidryp · · Score: 1

      "Btw I am an audio engineer."

      For who? Creative?

      "AC3 can ONLY be "done on the fly""

      They are talking about Dolby 5.1 encoding(not decoding) in real time. There are no other solutions to do this for the home user that I am aware of. Care to cite some?

  116. Is this for real? by Zakabog · · Score: 1

    Last month during QuakeCon it became clearly apparent that computer audio has become somewhat of a forgotten component in the computer industry when talking to gamers and listening to companies at the gaming event.

    Obviously they didn't talk to the guys from Creative Labs selling and giving away their Soundblaster Audigy 2 cards, or the guys from Zalman showing off the 5.1 headphones. And maybe they didn't notice that 30% of the people at the event had very expensive Sennheiser headphones. They seem to have just talked to nvidia and the people buying the 6800s (or trying to win one) who care more about the video than audio.

    While I was at the event I went to Fry's and purchased some nice Bose headphones to replace my Koss', they sound GREAT, I noticed a lot of people bought new headphones during the event as well. Anyway I wish their site had more info on the general consensus of computer audio at quakecon rather than rely on the future plans of a company whose primary focus is video cards.

  117. Re:I've not noticed any problems by Anonymous Coward · · Score: 0

    I don't know about your TV company, but mine just gives me coax, so there's no sound card line out style 1.5mm jack anywhere. Or are you saying the TV companies run all their audio through a 1.5mm jack bottleneck at the station? That's just plain stupid.

  118. Rats nests, sound quality and stagnation!! by BenJeremy · · Score: 2, Informative

    Finally, somebody who points out the big elephant standing amidst the audio chip havyweights.

    5.1 AC-3 Encoding is the next big step.

    Out of my own ignorance, I bought an AC-3 home theater decoder setup for my main computer, only to find my expensive (when purchased) Audigy didn't support 5.1 DIGITAL SOUND for anything but DVD playback.

    How useless is that?

    What it meant was that, for games, I'd have to switch to analog input (with it's attendent rat's nest of wires, noise, etc...) and for movies, I'd have to use digital output. WTF? That's totally asinine.

    Here, I figured with a so-called "5.1" audio card, (3rd generation, at that!!) I'd be able to simply remove the rat's nest and plug in the digital connection - simple, no fuss audio, with brilliant, vibrant 5.1 audio, sounding the way it was MEANT to sound.

    Instead of real progress, we get this nonsense about higher sample rates and pointless signal-to-noise (which doesn't mean squat with 12 wires running analog audio to an amplifier) ratios. Worse is the idiotic "5.1 headphone" garabage, which only obfuscates the matter even more.

    Hey, Creative, Crystal, Turtle Beach, etc...: I'll pay $150-200 for a true 5.1 audio card. I want that card to have DIGITAL 5.1 OUTPUT for ALL Computer generated audio.

    Until then, I'll probably be satisfied with on-the-motherboard audio solutions instead of shelling out for Creative Labs or Turtle Beach cards, as I used to in the past. If the big Audio Card developers can't deliver REAL imrovements in computer audio technology (particularly developments that should have been here 5 years ago), then they don't deserve our business, and can go straight to hell, for all I care.

    1. Re:Rats nests, sound quality and stagnation!! by DaveCBio · · Score: 2, Insightful

      Audigy supports 5.1 in gaming, but not DVDA because part of the spec for consumer DVDA is that digital out is disabled to prevent copying.

    2. Re:Rats nests, sound quality and stagnation!! by BenJeremy · · Score: 1

      Erm, not really. It supports 5.1 ANALOG in gaming. If you have digital audio hooked up, you will only hear PCM-encoded 2 channel sound, either for the front, or rear speakers, from a Dolby Digital decoder.

      This means you have to switch between analog and digital, depending on what the source material is. 5.1 DIGITAL is only supported for pre-encoded material that's passed-through the system (as in DVD audio).

      I would also like to mention that I currently do work in the automotive audio industry - there's a world of issues that arise with sending 6 distinct audio source lines to an amplifier; tuning and EQing the whole setup becomes far more complicated with an additional analog line. I'd rather spend less money on a simple, single digital cable to my Dolby Digital decoding amp, rather than worry about lengths, shielding, and even the issues of noise generated within the computer case (on card) introduced because analog output was used.

    3. Re:Rats nests, sound quality and stagnation!! by DaveCBio · · Score: 1

      That's for DD and I wasn't talking about DD. I said the Audigy supports 5.1 and it does. I have my Audigy 2 Zs hooked up to my DTT3500 and when I play games I get both front and rear. On newer games that support it I also get center and sub. This is done through the DIN connector and it works fine. 5.1 is not a Dolby term, it's a generic term for 2 front, 2 rear, 1 center and 1 sub.

    4. Re:Rats nests, sound quality and stagnation!! by BenJeremy · · Score: 1

      ...and what we are all screaming about is Dolby Digital, AC-3 Encoded 5.1 audio for ALL audio generated by the soundcard, not just passed-through DVD streams.

      You can keep the DIN cable. It's a set of 3 stereo PCM digital audio streams, requiring a proprietary speaker setup with three discrete PCM decoders for each pair of speakers in the 5.1 system. While it may slightly reduce the clutter to one single, if bulky cable, it still requires you to be tied to a set of Creative Labs speakers (that will likely not work on the next generation of CL cards, when they change the DIN system yet again)

      I want, and should EXPECT a sound card COMPATIBLE with my AC-3 decoding receiver/amp and whatever speakers I want to use. The technology has been around for 5 years to put this into our PCs. Meanwhile, Creative has swallowed up company after company and instead of innovating with new features that are useful, they continue shoveling crap in our direction, laughing all the way to the bank, apparently, as we continue to support them.

      At least somebody else here mentioned the Intel HD Audio used in their latest PCI/PCIExpress chipsets. That supports true DD 5.1 AC-3 encoding... I will be looking into that when building my next PC.

    5. Re:Rats nests, sound quality and stagnation!! by Mal-2 · · Score: 1

      Are you sure you want to hear DVDA in sparkling 5.1 digital sound anyhow?

      Then again, maybe it really IS that important to you, if you've already gone blind from previous viewings. :)

      Mal-2

      --
      How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
  119. Wolfenstein 3D by Anonymous Coward · · Score: 0

    I remember Wolf3D being the first game to make me jump. And the last. Nothing since has come close.

    When those damn SS guys suddenly stepped out in front of you from behind a wall or door or wherever, yelling "SHUTZSTAFFEL!", or whatever the hell it was, I'd let out a "WAH!" and leap half off my chair!

    Goddam game took years off my life, I'm sure of it.

  120. Response thus far shows why Soundstorm failed. by guidryp · · Score: 1

    All the misconceptions about on-board sound must have done them in. Because slashdotters are repeating them a lot here ( on board sound is poor quality).

    When I heard about Nforce, it became my motherboard of choice. For about 10$ more than a competing solution I could get a sound solution equal to a $100 card thrown in. To me I just saved $90.

    Now I expected the enthusiast community to embrace this solution like there was no tomorrow. But they didn't. Creative seems to have worked a miracle of brainwashing to convince the majority that on board sound sucks.

    I don't know how else to explain people shelling out $100+ on redundant sound cards.

    The Soundstorm solution has equal processing power with the best cards out there and its relative cost is 90% less. Other than the misconception that onboard sound is flawed, what is leading folks to spend 10 times as much as they had to on sound?

    My soundstorm is connected to my Denon receiver via SPDIF out. Sound quality is Superb. Beyond reproach.

    I will keep using my Soundstorm board for another couple of years in hopes of some resurgence in this kind of technology. I will actually delay upgrading, since this aspect of future motherboards is actually a step backward for the short term future.

  121. Did you contribute to the solution? by guidryp · · Score: 1

    "1 AC-3 Encoding is the next big step.

    Hey, Creative, Crystal, Turtle Beach, etc...: I'll pay $150-200 for a true 5.1 audio card. I want that card to have DIGITAL 5.1 OUTPUT for ALL Computer generated audio."

    You appear to be the perfect target customer for Soundstorm. Did you buy one? For under $100 you can get those capabilities in a motherboard, so why would you want to pay $150 for a soundcard that does the same???

    I am just curious. I really don't understand why someone would willingly pay large amounts for something they could have had for next to no cost (perhaps $10 more than your current MB).

    1. Re:Did you contribute to the solution? by BenJeremy · · Score: 1

      Well, that would be nice, but I've already got several decent systems, so getting an Athlon motherboard for this specific purpose seems a bit of overkill.

      What would have been nice would be a PCI card for Soundstorm. That's what I'm the perfect target for. ;)

      I've got two Xboxes, and they sound great with 5.1 Audio. My PC is decent enough, with a 6-speaker setup (5.1 analog inputs on the receiver), but it really doesn't seem to have the same "oomph!" as a true 5.1 digital setup.

      Interestingly, the Audigy DOES output 4.0 digital sound via PCM digital output. It handles front and rear channels, using a modification of a stereo jack to split the two 2-channel digital PCM signals. Alas, for a 5.1 digital decoding system, this means you can have either the front or the rear, but not both; the 4-channel PCM sound was intended to be used with Creative Labs' special speaker systems.

      So in short, where are the "true" 5.1 Digital audio cards? nVidia had this stuff in 1999 (albeit with Microsoft's money funding it) - and here it is, 2004, and NOTHING is on the drawing boards. It reminds me of how long it's taken for the first affordable HDTV Tuner cards to appear (and even that's a mess still).

  122. Re: that doesnt explain this case. by guidryp · · Score: 1

    "Audio is expensive. "

    That still doesn't explain why a solution that offers high quality and is cheap would fail.

    Soundstorm boards are maybe $10 more than a comparative board without it.

  123. For the gaming crowd 5.1 is great and so is EAX. by AbRASiON · · Score: 1

    I have recently used EAX 2.0 emulation on an ADI soundmax (Asus) P4 motherboard within call of duty.

    After extensive testing of the sounds in "Miles 2D positional" vs EAX 1/2 (emulation of course, being that it's not a creative sound card) I was SURPRISINGLY impressed with EAX - I'd always been a naysayer and general creative hater but I have to choke on my own words.

    While ANY old sound card (nowadays) can output to 6 speakers and DirectSound3d (Doom 3) can give you surround sound without EAX - it's the EFFECTS that the EAX added to the audio that impressed me.

    I don't know the fancy terms, but I beleive it's "culling" "occlusion" and just plain old muffling - but hot damn! the sound coming from behind me SOUNDED like it was behind me so much more and much much easier to pinpoint.

    Using call of duty and map "hurtgen" (load your save or just type "map hurtgen" into the console) you run through a forest with mortars landing behind you in the snow, I couldn't have enjoyed the audio more in a game.

    Also good positional audio helped me play so much more when a bad guy comes from behind you, or even infront of you to the left but you hear his missed shot strike behind you to the right - etc.

    With a good setup (5.1) it reminds me of the days in Doom 1, when I first upgraded an SB Pro (Stereo) instead of an SB 2.0 (mono) the difference is that big again.

    To me, not having rear sound in a game now means I won't play it - period, it's like playing a 2D game or sprite based game without it.

    Finally, interestingly I actually am using analog cabling and a "proper" Pioneer VSX D711 receiver along with only 4 speakers (thank god for phantom channels) but they are half decent speakers http://www.dansdata.com/m4kit.htm

  124. Nice analysis. That's horrbile news about Sensaura by guidryp · · Score: 1

    I agree for the most part.

    They should have never did the mix and match and had some Nforce with and some without soundstorm. It confused the issue.

    But still it would have been hard. I think many of those who wanted the specific unique feature (Dolby Digital encoding) figured out this was the chipset to have. I picked an Nforce soley because of this feature and I love it. Hooked up to my Denon my computer serves as a media center delivering fantastic sound for music, 5.1 movies and gaming all through 1 digital connection.

    But I think the market for that feature may be somewhat small. And marketing may not have saved them. They were fighting an uphill battle against the misconception that onboard sound must be terrible.

    Peter

  125. Article Correct, this guy wrong, so mod him up??? by guidryp · · Score: 0

    Ahem,

    "I can tell from page 2 that the authors are biased towards this AMD solution for some reason."

    Ummm. It is an article largely about the rather Unique Soundstorm technology. Nvidia didn't have an Intel chipset licence. So it only exists in an AMD chipset and the Xbox BTW. It is not AMD bias.

    "These guys actually try and claim that a $149 add-on card cannot provide 5.1 (6-channel) sound."

    Nope, No where in the article do they state that. they are talking about Encoding. No card under $200 does realtime Dolby Digital encoding. Soundstorm is the only solution I am aware of.

    " is the hardware AC3 encoding really going to be much of an issue for most people?"

    It is for anyone who wants to connect with the AC3 capable receiver. I would be part of that group. My computer and home entertainment systems are integrated. This will is the wave of the future IMO.

  126. Lowest common denominator and audio clarity. by Anonymous Coward · · Score: 0

    I'm all for cutting-edge audio technology, but the big problem is that nobody has it. And while nobody has the hardware, nobody is going to make a game that requires it. Effort is better spent in basic audio support: quality of audio samples and software mixers - because everyone who runs the game will benefit.

    But I almost think the bigger problem is that all of this audio technology is a way to *reduce* the quality of the audio samples. Motion blur, focus effects, lens flares and such crap are annoying graphical effects as they reduce the clarity of the graphics. And in the same way: occlusion, reverb and various filters are annoying effects as they reduce the clarity of the audio. You take perfect samples and mess them up. Clear sounds in, crap sounds out.

    Don't forget that even movie soundtracks are mixed for clarity of sound - not realism. Because it makes no sense for half the audience to be saying "huh? what did he say?" Same for games. In real life, people working in giant industrial complexes (such as those found in Doom 3) all wear ear protection to mask out the horrible echoy machinery and construction sounds.

    It might be possible for games to replicate complicated audio environments - but I'm not sure that's what the players really want. IMHO, positional sounds, maybe some basic occlusion are worth doing - but not much more.

  127. The article is propoganda... by Anita+Coney · · Score: 1

    It starts off with the premise that SoundStorm is "the benchmark" to judge all other audio cards against. And then SoundStorm loses in all but one benchmark.

    Shouldn't the BEST card be "the benchmark"?!

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
    1. Re:The article is propoganda... by NerveGas · · Score: 1


      What?

      It came in first in several benchmarks, and only "lost" (came in last) in some of the others.

      It's the benchmark in terms of what you get. I happen to be using the SoundStorm, and I can tell you that it's an incredibly nice sound solution. I honestly don't know what I'll do when I upgrade my motherboard, anything comparable is likely to cost an extra $100 or more.

      steve

      --
      Oh, you're not stuck, you're just unable to let go of the onion rings.
    2. Re:The article is propoganda... by Anita+Coney · · Score: 1

      I rechecked, and SoundStorm lost more than it won. I'm not saying it's a bad sound solution. What I'm saying is that the article is pure propaganda. Exactly how many times can it repeat "on the fly Dolby" before you get a little suspicious. My god, it was obviously written by a PR person!

      --
      If someone says he and his monkey have nothing to hide, they almost certainly do.
  128. Actually... by Anonymous Coward · · Score: 0

    Actually the column he's refering to on the second page does indeed claim that there are no $99-149 cards on the market that provide support for more than 4 speakers.

    Look at the chart on page two. Assuming you can read English.

  129. Re:For the gaming crowd 5.1 is great and so is EAX by Sigma+7 · · Score: 1
    After extensive testing of the sounds in "Miles 2D positional" vs EAX 1/2 (emulation of course, being that it's not a creative sound card) I was SURPRISINGLY impressed with EAX - I'd always been a naysayer and general creative hater but I have to choke on my own words.

    While ANY old sound card (nowadays) can output to 6 speakers and DirectSound3d (Doom 3) can give you surround sound without EAX - it's the EFFECTS that the EAX added to the audio that impressed me.
    I've been in the opposite crowd, mainly because I only have a two speaker system. As far as I know, there doesn't seem to be advantage to using EAX offhand, other than the fact that it helps you perform effects without having to code the equivalent software.

    I've took a look at one of the EAX demonstrations that came with one of my soundcard - in general, it was a simple footstep playback with modified effects for different surfaces or environments. These effects, as far as I could tell, were simple variations on a theme that used different methods of echoing, muffling and other things that could easily be implemented in software (even if there is more CPU overhead).

    The same cam apply to video cards. Software rendering can produce images that look just as good as standard DirectX/OpenGL rendering (if not better.) The cost is that this rendering takes more time than the accellerated counterpart, but is still possible.

    (Also, I heard something about Q-Sound as well with one of my 1996-era sound cards. There were differences, but not something that I could compare that easily in a personal sense - the only difference I remember would be a "demo" that showed some improved doppler effect for "Secert Weapons of the Luftwaffe". Likewise, this is just a simple adjustment in sound that can be done by software as well. )
  130. Re:For the gaming crowd 5.1 is great and so is EAX by AbRASiON · · Score: 1

    Of course you're right, but EAX is a _STANDARD_ that games developers can use right now in order to apply these effects to audio in a game.

    Couple that with DS3D and you've got muffled footsteps behind oyu instead of (in your case) muffled footsteps from speakers in front of you that MIGHT be from behind you.

    Honestly that COD map says it all for me, I'm totally sold on at LEAST 4 speakers for people from now on, it's just great.

  131. apple orange. orange apple. by shadow_slicer · · Score: 1

    "If you say that a sound system has seven channels then i and a lot of other non-audiophiles will have very little idea what exactly that means or how it differes from more or less channels."

    That's not a fair comparison.
    A fairer comparison would be the effect of the number of parallel pipelines in the gpu on image quality.

    And I don't think either of those should have an impact on output quality, but may impact performance (if you have to play more sounds simulataneously than you have channels, you're going to have to do software mixing, slowing the cpu).
    Or were you talking about output channels (eg. 5.1, 7.1, etc.)? A comparison for that would be comparing the max possible resolution and frequency your video card is capable of sending to a monitor (which is generally not at all useful, since you are almost always limited by your monitor's capabilities, not the video card).

    A fairer comparison would be knowing the sample rate, bitrate, amount and type (odd order, even order, etc.--some types sound better than others) of THD, dynamic range, frequency range, output impedance, and hardware mixing losses, and that should give you a good idea of how good a sound card is.

    1. Re:apple orange. orange apple. by Daetrin · · Score: 1
      That's not a fair comparison. A fairer comparison would be the effect of the number of parallel pipelines in the gpu on image quality.

      And either you or i have just proved my point. Even some (and i would like to think a lot) average non-audiophile tech geeks have no idea what goes into a good sound system. People talk about dolby and thx and number of channels, and i have no clue what it means. I just make sure when i buy a new computer that it has a sound card or integrated sound system thing, and comes with speakers.

      A fairer comparison would be knowing the sample rate, bitrate

      Isn't that a factor of the software, not the hardware? Or does the hardware have a bitrate too? I thought speakers were analog.

      See, if you talk about 640x480 vs 1024x768 and such i know what you're talking about. I can visualize what that means. If you tell me it has support for pixel shaders i didn't originally know what it meant but after being shown some lighting effects i had a pretty good idea. You can tell me that some set of numbers attached to the esoteric qualities you just spouted off means good sound, and if i listened to such a setup i might agree that it sounded good, but i still would be able to identify which particular aspects sounded different from "non-good" and how they related to the stats you were talking about.

      --
      This Space Intentionally Left Blank
    2. Re:apple orange. orange apple. by shadow_slicer · · Score: 1

      "And either you or i have just proved my point."

      Not really. The reason it's a fairer comparison is that they do similar things. Since they have no real effect on the quality of the output, neither is a good indicator of quality. Comparing soundcard channels to resolution is simply a bad comparison: you're comparing something that directly affects the graphical output, with something that in some cases may have small indirect effects on the audio output and claiming that since you can't understand the effects of the second one, audio quality is hard to enumerate.

      Soundcards are not speakers. Your CPU doesn't send analog data to the soundcard. The soundcard recieves a digital representation of the sound, mixes it with all the other active channels, converts it into an analog format, and amplifies it enough that it can be sent to your speakers (possibly for further amplification).
      The format and quality (sample rate, bits per sample) of the digital information sent to the soundcard sets the maximum theoretical quality of the output sound. What formats and qualities a sound card can understand is determined by its hardware (though most just use industry standard formats for compatability).
      After getting the information, it needs to be mixed with all the other channels. I'm a little fuzzy on this part, but if the mixing isn't very good you can end up with artifacts on the output when multiple sounds are playing.
      Then the digital data has to be converted to analog. If I wanted to design a soundcard, I would use a predictive interpolation technique to upsample the sound before it goes to the D/A converter (basically take the digital signal, and use the samples you have to estimate the samples that probably should go in between, effectively increasing the output sample rate). After the post-processing, the sound goes to the D/A converter, and is converted to analog (with some distortion from the D/A).
      Then it goes to an amplifier that amplifies the analog signal (adding more distortion), and then goes to the output.
      That's how a soundcard works.

      Getting back to your original assertion that those qualities are hard to visualize.
      Try dynamic range. Can it handle loud sounds? Do all loud sounds sound the same volume? Can it play quiet sounds? What about sounds that change from loud to quiet?
      Try frequency range. Can it play high pitch sounds? Can it play low sounds?
      Try output impedance (hint lower is better). Can I connect it to the cheap speakers that came with my computer and still get reasonable quality audio?
      THD is a little harder to visualize. The best way to describe it is how 'clean' the sound is. If you play a pure tone at a certain frequency, the output isn't going to be pure. There are extra tones at n*frequencyofthetone, for integers n. No amplifier can have 0% THD, but different ones can produce different harmonic patterns (some people say the harmonic patterns of vaccum tube amps sounded better [I think they're even order harmonics] than the ones produced by bipolar-junction transistor based amps [odd order harmonics?].

    3. Re:apple orange. orange apple. by Daetrin · · Score: 1
      You're missing the point. In fact you're missing several points.

      First point, i claimed i didn't know enough technical details about sound systems to make any judgement about them, and you responded by saying i didn't know what i was talking about. If i was wrong about what the number of channels means, then clearly i was _right_ about how little i know, which is what i was _really_ talking about.

      Second point, as a reasonably average person most of that technobabble you were just saying doesn't make sense to me. Of course i was kind of just skimming over it and i'm sure if i took the time to read through it carefully i could figure it out. However that's not going to happen because Third point, i don't really care. If a computer can play a CD about as well as my $100 (at least when i got it five or so years ago) stereo system, then that's good enough for me. All modern PCs do that just fine, and even my laptop does a perfectly good job i use headphones or another set of speakers rather than the internal speakers, so i don't really need to know the details.

      And Fourth point, you're busy trying to quantify the sound hardware. However what can't be very well quantified by most people is the actual sound output. If i tried to describe to you the first ten or so seconds of the last song i was listening to about an hour ago, i could tell you:
      "it was an industrial song that started with some kind of synthesizer tone, kind of low and bassy, going 'doo doo doo do do, doo doo doo do do' for a couple measures and then another synthesizer tone except higher came in with 'doodeedidoodoo, doo doodeedidoodoo', and it sounded about as clear as everything does on my stereo,"
      exactly how much would that tell you about the song itself?

      On the other hand i could give you a much better description of the video game i was playing about six hours ago:
      "it uses a slightly anime style for the characters, not cell-shaded, but the characters are all fairly short and slightly deformed, with typical big eye, small mouth, representation. The skeletal animations of the characters are pretty good, and the facial animations are very expresive, but they're also very simple. They seem to be just a few frames of animation painted on a mostly smooth face. Cutscenes are rendered with the in-game engine but still look pretty good, except for an occasional object collision problem, especially with clothing or carried objects such as swords. You usually don't see any obvious polys; the characters are very well done and most of the background objects look good as well, but occasionally there's things like sets of shelves that are just a box with a texture of shelves on top which look a little obvious and out of place. There are lots of edge-trailing effects in combat, as well as some good spell effects."
      I could go on to describe the characters themselves, and the ships, and the towns, and lots of other things i've seen in the game, but you get the point.

      As for the sound however, well, i could tell you:
      "It has good music, there's a cool martial sounding theme when you get into big ship battles, and some catchy jungle music for the jungle area and middle eastern music for the desert area. And there are lots of sound effects in combat."
      That's about it. I can tell you that i like it, but i'd probably have to take a couple classes in musicology to be able to describe what exactly i like about it or about anything it didn't do well or any other details at all, and that's just too much work. Most people naturally know how to describe things they see, describing things they hear is much harder aside from generic "it's good," or "it's bad," or "it has a good beat."

      All of this boils down to my original claim, which is certainly true for myself and i think holds true for others as well, that sound just isn't as important as visuals and the break even point for the cost/benefit ratio happens a lot sooner for audio technology. I can't describe how good or bad the audio in a game or other media is ver

      --
      This Space Intentionally Left Blank
  132. Is it just me... by Transcendent · · Score: 1

    ...or did that whole "benchmark" really just come off as a SoundStorm add? Kinda made me sick...

    What I don't get is their reasoning. So right now, the SoundStorm is capable of taking a 5.1 signal and encoding it into Dolby Digital (which will later be decoded by a reciever, blah blah).

    Later...

    No other computer sound solution on the market is capable of doing this - Creative can do this with their EAX positional surround sound via enhancing the signal along analog cables...

    Absolutely not. I have a creative Soundblaster Audigy 2 ZS (normal/platinum/platimum pro make no difference... same board) using a digital output to a 4.1 Cambridge Soundworks speaker system and I get plenty of surround sound in games. You can do 5.1, 7.1, etc through the digital output as well.

    They also contradict themselves...

    Onboard sound solutions utilizing their digital SPDIF output can only output to the front two speakers as without an encoded 5.1 signal from the computer end beforehand, what is being sent through your digital optical/coax cable is limited to stereo (two channels) of sound... so you can kiss your surround sound in games goodbye.

    Then later, when commenting about DVD player software...

    This software has an option in the settings to allow your audio to be outputted in a RAW untouched format called "SPDIF".

    So basically SPDIF is a raw, untouched format (which isn't what they said beforehand), but is only capable of 2 channels? Then, as they're saying it, all audio is basically 2 channels and somehow APU's or sofware magically convert that into a 5.1 surround sound. Interesting.

    I just had to add this in...

    The only way you can achieve proper positional surround sound in gaming with all other sound solutions on the market apart from the mighty SoundStorm is to utilize their analogue outputs (centre/sub, front, & rear jacks) but then it is not digital so you don't get the true to life effects of proper digital.

    Again, no. The Audigy 2 ZS (along with my old SB Live!) had digital outputs.

    1. Re:Is it just me... by Transcendent · · Score: 1

      Correction, the SB Audigy 2 ZS Platinum Pro is a different board. The Normal/Gamer/Platinum are the same board.

  133. Re:Wasn't there supposed to be an article about au by apdt · · Score: 1

    Hear Hear....

    I was about to post something very similar, but you've said it better than I was going to.

    I think most of the problem with the sound arena is that it's very hard to get meaningful quantative benchmarks. It's not like "the better the soundcard the better the sample rate" (at least not in a comparable way to framerates with video). It comes down to a much more subjective evaluation. This means the companies can't say "our product is x times better than their product" or similar claims. They have to fall back on more vague qualatative arguments.

    --
    I lay awake last night wondering where the sun had gone, then it dawned on me.
  134. for superior quality audio by ya8282 · · Score: 1

    Try the Wolfson DACs (hi-resolution mode) on the Chaintech AV-710, a $27 soundcard, using this guide to setup the driver: http://www4.head-fi.org/forums/showthread.php?t=75 655 There's also the EMU 1212u model for around $200 if you are interested in high recording quality as well. Audigy 2 is pretty crappy value, but is suitable for 3d gaming because it wins out in the low cpu utilization category. Isn't nVidia's Soundstorm still used in XBOX?

  135. soundstorm != nforce3 by funkdancer · · Score: 1

    Be aware that Soundstorm is NOT featured on ANY of the nforce3 chipsets. You must use nforce2.

    For my 2nd computer, my sound art student partner is using nforce2 soundstorm with DD encoding to hook up to a Dolby Digital amp that only has the coax in, i.e. no 5 analogue inputs. With this amp, the nforce2 soundstorm is presently the only thing available on the market today that can let her edit sound in 5 channel surround in Sony Vegas Video.

    I bought a nforce3 250 for myself and updated the audio straight away. However for all its greatness even the audigy2 platinum cannot encode Dolby Digital on the fly. Lucky I have a Create mini amp for my surround gaming [Doom3 is totally wicked sound wise], otherwise I'd be stuffed.

    I'm pissed off myself that soundstorm was dropped after nforce2.

    --
    ISO certified == THX certified
  136. Doesn't Intel HD Audio encode AC-3 in real-time? by MojoStan · · Score: 2, Interesting
    The article blabs on and on about how nVidia's SoundStorm is the only audio chip that encodes Dolby Digital 5.1 (AC-3) "on the fly" in hardware and sends it out thru a digital output. But doesn't Intel's new High Definition Audio (part of the new LGA775 chipsets) do this? I'm not sure if the encoding is done in hardware, but Dolby's press release (June 21, 2004) seems to contradict some of the article's claims about SoundStorm's supposedly unique capabilities.

    From Dolby's press release:

    Dolby Laboratories announced today that the Dolby® Digital Live encoder has been integrated into select 915 chipset-based Intel® Desktop Boards featuring Intel High Definition Audio. Dolby Digital Live is a real-time encoding technology which converts audio signals into a Dolby Digital bitstream for transport and playback through a home theater system via a single digital connection.

    Using this technology, users can enjoy PC-based audio entertainment in thrilling surround sound through Dolby-equipped A/V receivers or other devices. PC-users simply connect a single digital cable (such as S/PDIF or optical cable) directly to the home theater system, thus eliminating the confusion and hassle of multiple cables and ensuring the quality of the audio signal.

    Additionally, PCs featuring Dolby Digital Live technology enable PC gamers to enjoy realistic and exciting Dolby Digital 5.1-channel surround effects during interactive game play by reproducing the audio cues and effects to correspond with the onscreen action.

    From the SoundStorm-worshipping article:
    Not only was the nVidia SoundStorm APU the only sound solution capable of encoding Dolby Digital on the fly (which produces true and accurate 5.1 surround sound via either optical or digital coaxial cable to a set of computer speakers supporting these connections or to an external amplifier), it was also hardware accelerated meaning it does not chew up precise CPU cycles like other inferior onboard solutions which in turn reduces frames per second and do not have the ability to send separate digital signals to anymore than two channels. You'll get 5.1 sound using three analog cables but this type of setup is nowhere near as impressive or realistic as what the SoundStorm produces.

    ...the beauty of the nVidia SoundStorm APU is that it is capable of encoding Dolby Digital 5.1 on the fly via hardware acceleration and not software (CPU). This means that in any games you play and as long as you are using optical or digital coaxial cable with your surround sound speakers (anything above 2.1 channels), the hardware APU will do the intensive job of reproducing the sound from the game to Dolby Digital 5.1 or AC-3 so you get proper positional surround sound.

    Onboard sound solutions utilizing their digital SPDIF output (whether it be optical or coaxial, depending on what the manufacturer chooses to go for) can only output to the front two speakers as without an encoded 5.1 signal from the computer end beforehand, what is being sent through your digital optical/coax cable is limited to stereo (two channels) of sound...

    The only way you can achieve proper positional surround sound in gaming with all other sound solutions on the market apart from the mighty SoundStorm is to utilize their analogue outputs (centre/sub, front, & rear jacks) but then it is not digital so you don't get the true to life effects of proper digital.

    --
    TO START
    PRESS ANY KEY

    Where's the 'ANY' key? I see Esk, Kitarl, and Pig-Up...

  137. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  138. those are all horrible sound cards by v3xt0r · · Score: 1

    You should review some 24bit Audio Interfaces, such as the Layla, Gina, Delta Series, or MOTU even.

    You get what you pay for!

    --
    the only permanence in existence, is the impermanence of existence.
  139. Essentially, yeah. by Anonymous Coward · · Score: 0

    Onboard sound does what most users need it to do--spit out a decent stereo signal with decent specs.

    But people who think development has ceased or even slowed in audio card development have obviously never investigated pro audio.

    I use a $1000 RME Multiface/Hammerfall DSP and it not only has better HF definition than the average stock card, it has better latencies, multiple forms of digital and analog I/O, optical S/PDIF, ADAT, etc. But form follows function. The average person doesn't need this. Consumer soundcards are cheap because they don't have to be complex. I'm GLAD they're cheap. If I'm building a non-audio PC for someone, I can get a soundcard for peanuts.

  140. Realtime DTS *encoding*! by Kaldaien · · Score: 1

    I'd love to see some product utilize real-time DTS
    ES encoding. I'll be damned if I'm going to have 8
    cables from the back of my computer to my receiver
    for 7.1. I'd rather use 1 S/PDIF cable and either
    Dolby Digital EX (worst case) or DTS-ES Discrete
    and sacrafice 1 channel, and I'm sure I'm not
    alone :)

    The rear center channel in Dolby Digital EX isn't
    even discrete (it's matrix, like the way the rear
    channel is extrapolated from a stereo source in
    Pro Logic I)... I don't see what the big push on
    real-time Dolby Digital encoding is, if the
    current trend is to move toward 7.1 for PC sound
    cards? DTS is easier to encode in real-time too...
    The PS2 isn't capable of real-time Dolby Digital
    but some games utilize real-time DTS encoding.

    I wish more sound card mfg.'s (especially
    Creative) would start to move away from on-board
    Dolby Digital/DTS decoding and move to encoding!
    Given the choice between a multi-function A/V
    receiver for $500 and a PC sound card for $300
    (that only does 1 thing and only when your noisy
    computer's on), the receiver wins hands down! The
    only thing real-time decoding is promoting is the
    lack of decoder hardware on "computer" 5.1/7.1
    speaker systems and an ever growing tangle of
    wires behind your computer :)

  141. Re:Pfffft... whatever! by shplorb · · Score: 2, Informative

    Last Ninja 2, for me is the definitive C64 audio experience - I recorded the whole soundtrack to CD =]

    For all sorts of SID goodness check out the High-Voltage SID Collection, though you probably already know about it if you can name SID composers =]

  142. Re:Pfffft... whatever! by Technician · · Score: 2, Interesting

    I used the Yamaha DB50XG hardware XG synth card. As an added bonus, it unloaded the CPU to make the game run smoothly. The hardware XG synth has some great sounds. If I remember correctly it used a 18 bit DA converter so it's resolution is more than a Compact Disk. Overall, nice sound and light CPU load. This was especialy important on older ISA hardware.

    I've since made the synth an external stand alone sound module which I use with a MIDI keyboard.

    --
    The truth shall set you free!
  143. Re:Wasn't there supposed to be an article about au by Technician · · Score: 1

    an article that purports to bemoan the neglect of sound in favor of picture proceeds to rate the audio gear based on how it impacts graphics performance.


    I noticed that. In some of the graphs they even included frame rates of the sound cards and without a sound card. What gives? It would be better to note sound lag, pops, noise, hiss, silent pauses, and such against several video cards and without a video card.

    --
    The truth shall set you free!
  144. Re:Pfffft... whatever! by spasticfraggle · · Score: 1
    no game save vice city has collected songs from such popular bands before onto a game soundtrack,

    Wipeout? (Dust Brothers, New Order, Orbital, Manic Street Preachers, ...)

    Wipeout 2097? (Future Sound of London, Chemical Brothers, Underworld, Daft Punk, Orbital, ...)

    OTOH, if you're young enough not to know about Wipeout, you probably wouldn't even recognise those groups ^_^

  145. Re:Pfffft... whatever! by chewy_2000 · · Score: 2, Informative

    Nah. They paid Trent Reznor, but he bailed after a while. The title song was done by Tweaker, an ex-NIN guy.
    And yes, the title track is a blatent rip-off of Lateralus era Tool.

  146. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  147. Re:Pfffft... whatever! by iainl · · Score: 1

    "No game since has ever matched DOOM/DOOM2's music effect upon the player"

    This is true. No (well, few, anyway) games have caused me to quit back to the options screen and turn off the music quite so quickly.

    Come on; the sound effects might have been pretty good for their time, but that cheesy rock shite in Doom was absolutely hideous.

    Wake me when we get to Magical Sound Shower - that's music that really enhances gameplay.

    --
    "I Know You Are But What Am I?"
  148. Re:Pfffft... whatever! by iainl · · Score: 1

    According to the manual, its Chris Vrenna, who's definitely ex-NIN, but I've never heard him called Tweaker before. That him? (ah, a Google says "Yes")

    Personally, I just thought the title track sounded remarkably like Vrenna's usual work, really. Never made the Tool connection, but then they've always sounded similar anyway.

    --
    "I Know You Are But What Am I?"
  149. Re:Pfffft... whatever! by roady · · Score: 1

    I recently heard some new and quite popular electronic tracks (hardtrance, hardstyle) that sounded really like they are using the SID.

  150. What's so great about dolby? by Krylloan · · Score: 1

    A single channel with 64-bit precision at 1MHz (excessive) can be sent uncompressed over a standard 10Mbit line or less (and bandwidth for 10 very-high-quality channels could also be send over the same cable), why the big deal about compressing sound data (5.1) just to uncompress it at the amp a few metres away? If it's already compressed that's fine, but the only time where this technology actually makes sense to me is during recording or transmission over a network. Otherwise you're just losing a very small bit of quality (via compression), and gaining nothing at all.

    Secondly, all these issues about extra processing can be cleared up by a little more CPU power, or better still, another CPU. All that putting features like Dolby 5.1 encoding on a card do is reduce flexibility, (eg, in this case a requirement to set up your system with 2 rear, 2 front, 1 center and a sub if you want to take advantage of it. It's easy enough to create an algorithm to work with most (eg not all speakers on the left) speaker layouts, so why not let us put them anywhere we like and just tell the software where they are?.)

    I for one would like prefer a soundcard that was just, say, 8 DACs, 2 ADCs and 8 raw uncompressed digital outputs over the latest 5.1 card. Except for the additional processing requirements (which aren't negligeable but aren't terrible either) this card would be superior in all aspects (including price) to the latest and greatest from NVidia or whoever, and the drivers would be clean and would virtually write themselves.

    I vote for putting less effort into GPU and APU power (although I know this article is about how little effort is being put into APUs) and start giving us decent-priced multi-processor setups.

    Anyone share my opinion?

  151. Re:Pfffft... whatever! by tigersha · · Score: 1

    TA's Score also was a full symphonic recording that played off the CD. Stick your TA CD into your CD player one day. It plays, except for track 1.

    Hardly anything your soundcard is going to produce.

    --
    The dangers of excessive individualism are nothing compared to the oppressiveness of excessive collectivism
  152. Re:Pfffft... whatever! by Anonymous Coward · · Score: 0

    IIRC Wipeout came after the Exit Planet Dust album (which would make sense if, as I recall, Chemical Beats was one of the tracks on it) meaning it was the Chemical Brothers and not the Dust Brothers on the soundtrack (name changed to avoid confusion with the other Dust Brothers)

  153. Re:Pfffft... whatever! by JediTrainer · · Score: 1

    Doom music played through a modern midi synth with sampled sounds is awesome

    That reminds me... can anyone recommend a card that actually compares to my old Gravis UltraSound?

    That beastie was fantastic! I loved the sampled sounds, and I cried when I could no longer find a decent motherboard with ISA slots so I could plug it in (and there's never been any decent Windows drivers for it).

    I haven't found anything that sounds even remotely as good as that old card - I loved it so much I bought two.

    For a time, in fact, I had an UltraSound and a Sound Blaster in my PC at the same time - I'd use the UltraSound for all of my MIDI and I'd use the SB for all of the SFX. That was a wonderful combination.

    --

    You can accomplish anything you set your mind to. The impossible just takes a little longer.
  154. Are you kidding me? by http101 · · Score: 1

    Just to get my adrenaline pounding, I recently bought the fastest, most hardcore, cutting edge Atari 2600 I could find. The sound effects are mind-blowing...

    *beep, beep, boop, beep...*

    --
    -- Game Developers: Stop porting badly-textured games from crappy console systems!
  155. Re:Pfffft... whatever! by meringuoid · · Score: 1
    This is true. No (well, few, anyway) games have caused me to quit back to the options screen and turn off the music quite so quickly.

    Doom would invariably crash within ten seconds of the start of the game if I had the music on. Never found out why... Worked just fine throughout with only sound effects. I'd stalk through a totally silent corridor in the dark...

    --- total silence.....

    ... nothing, nothing...

    *eek-creek* GYAAAAAAHHHHHHHHHHDAKKADAKKADAKKADAKKADAKKADAKKADA KKADAKKADAKKADAKKADAKKADAKKA... oh... nothing there... [door] WHIRRR... ARRRRGH!

    --
    Real Daleks don't climb stairs - they level the building.
  156. Re:Pfffft... whatever! by GigsVT · · Score: 1

    There is a company making "Sidstations" from NOS SID chips. They are about $1000 each, and I think they are out of surplus chips, so very limited edition.

    --
    I've had enough abrasive sigs. Kittens are cute and fuzzy.
  157. Re:Pfffft... whatever! by Ed+Avis · · Score: 1

    I think you can use timidity, which is a software MIDI synthesizer, with a set of instrument samples ('patch files'). Gravis used to put their patch files on their ftp site, I don't know if they're still there.

    --
    -- Ed Avis ed@membled.com
  158. Who cares about this chip? by Anonymous Coward · · Score: 0

    The reason you need a shit-hot media processor to encode Dolby 5.1 is that Dolby 5.1 is based on AC3, and needs a shit load of processor power to encode. The "three analog cables" will likely sound better than encoded 5.1, but better still would be a 6-way digital multiplex.

    We must ask ourselves why optical cables cannot transfer 6 x 48,000 x 24 bits per second = 7 mbps. We can transfer 100 mbps over twisted pair! There is no need to encode 5.1 as AC3.

    But DVD players are cheaper as a result ... the AC3 decode is in the amp, so the DVD player just passes the data through.

    The question we need to ask is, why don't those amps have a simple linear non-compressed input mode?

  159. Re:Pfffft... whatever! by JediTrainer · · Score: 1

    I think you can use timidity, which is a software MIDI synthesizer, with a set of instrument samples ('patch files'). Gravis used to put their patch files on their ftp site, I don't know if they're still there.

    Thanks. Yeah, I've been using that (I still have my set of patch files).

    What I'd *really* love, though, would be if I could find a way to load them onto one of the newer Sound Blasters or something. I'd like to get away from software if possible.

    As an aside, that trick, of course, only works on Windows, because that software is only for Windows.

    Maybe some kind soul could come up with a Linux kernel driver that can do MIDI Soft Synth using Gravis patchsets, but pump that output to your *actual* sound card? Now THAT would be awesome! Transparency is really what I'm hoping for.

    --

    You can accomplish anything you set your mind to. The impossible just takes a little longer.
  160. No place to play by heroine · · Score: 1

    Based on real estate prices being through the roof, it seems fewer people can afford enough room to use a decent sound system. As people move into smaller and smaller apartments and have less and less privacy, graphics have gotten improved while sound has gotten neglected.

  161. Re:Pfffft... whatever! by jubei · · Score: 1

    Yeah, I had a DB50XG too. It was probably the best computer sound purchase I ever made.

    The problem though, is that because 99% of everyone else had crap midi, game producers threw out midi in favor of CD-audio.

    I think it was one of the final fantasy games that supported XG midi, and installed a soft-synth if you didn't have hardware XG. Other than that XG wasn't really supported in games. Too bad.

    I ended up selling the DB50XG with the SB16 for about what I paid for the XG alone. Not too bad, but I still miss it a little bit.

  162. Re:Pfffft... whatever! by Ed+Avis · · Score: 1

    Timidity started off as a Unix program IIRC... it just takes a midi file and some samples and outputs some raw audio. I agree with the principle of getting away from software, but with today's CPUs it makes very little difference (I remember running timidity on a 35MHz ARM chip and it was nearly fast enough for real time playback).

    --
    -- Ed Avis ed@membled.com
  163. Re:Pfffft... whatever! by JediTrainer · · Score: 1

    I'm not sure you understand what I'm suggesting. By implementing it as a driver, it has an opportunity to work with *everything* that uses MIDI, not just the files.

    I compose music. That's why I loved the Gravis - it sounded great when I was working on my score. Likewise, games like Doom sounded fantastic too, when the MIDI came out of the UltraSound.

    By implementing a driver (Linux AND Windows) that can act as a virtual MIDI device, it would automatically work with *all* of the existing MIDI software out there!

    --

    You can accomplish anything you set your mind to. The impossible just takes a little longer.