A sound card is a computer expansion card that can input and output sound under control of computer programs. Typical uses of sound cards include providing the audio component for multimedia applications such as music composition, editing video or audio, presentation/education, and entertainment (games). Many computers have sound capabilities built in, while others require these expansion cards if audio capability is desired.
A typical sound card includes a sound chip, usually featuring a digital-to-analog converter, that converts recorded or generated digital waveforms of sound into an analog format. This signal is led to a (typically 1/8-inch earphone-type) connector where an amplifier, headphones, or similar sound destination can be plugged in. More advanced designs usually include more than one sound chip to separate duties between digital sound production and synthesized sounds (usually for real-time generation of music and sound effects utilizing little data and CPU time).
Digital sound reproduction is usually achieved by multi-channel DACs, able to play multiple digital samples at different pitches and volumes, optionally applying real-time effects like filtering or distortion. Multi-channel digital sound playback can also be used for music synthesis if used with a digitized instrument bank of some sort, typically a small amount of ROM or Flash memory containing samples corresponding to the standard MIDI instruments. (A contrasting way to synthesize sound on a PC uses "audio codecs", which rely heavily on software for music synthesis, MIDI compliance and even multiple-channel emulation. This approach has become common as manufacturers seek to simplify the design and the cost of the sound card itself).
Most sound cards have a line in connector where the sound signal from a cassette tape recorder or similar sound source can be input. The sound card can digitize this signal and store it (controlled by the corresponding computer software) on the computer's hard disk for editing or further reproduction. Another typical external connector is the microphone connector, for connecting to a microphone or other input device that generates a relatively lower voltage than the line in connector. Input through a microphone jack is typically used by speech recognition software or Voice over IP applications.
| Color | Function | |
|---|---|---|
| Pink | Analog microphone input. | |
| Light blue | Analog line level input. | |
| Lime green | Analog line level output for the main stereo signal (front speakers or headphones). | |
| Black | Analog line level output for rear speakers. | |
| Orange | S/PDIF digital output (sometimes used as an analog line output for a center speaker instead) | |
Sound cards for computers based on the IBM PC were uncommon until 1988, leaving the internal PC speaker as the only way early PC software could produce sound and music. The speaker was limited to square wave production, leading to the common nickname of "beeper" and the resulting sound described as "beeps and boops". Several companies, most notably Access Software, developed techniques for digital sound reproduction over the PC speaker; the resulting audio, while functional, suffered from distorted output and low volume, and usually required all other processing to halt while sounds were played. Other home computer models of the 1980s included hardware support for digital sound playback or music synthesis (or both), leaving the IBM PC at a disadvantage when it came to multimedia applications such as music composition or gaming.
It is important to note that the initial design and marketing focuses of sound cards for the IBM PC platform were not based on gaming, but rather on specific audio applications such as music composition (AdLib Personal Music System, Creative Music System, IBM Music Feature Card) or on speech synthesis (Digispeech DS201, Covox Speech Thing, Street Electronics Echo). It took the involvement of Sierra and other game companies in 1988 to switch the focus toward gaming.
Creative Labs also marketed a sound card at the same time called the Creative Music System. Although the C/MS had twelve voices to AdLib's nine, and was a stereo card while the AdLib was mono, the basic technology behind it was based on the Philips SAA 1099 which was essentially a square-wave generator. Sounding not unlike twelve simultaneous PC speakers, it never caught on the way the AdLib did, even after Creative marketed it a year later through Radio Shack as the Game Blaster. The Game Blaster retailed for under $100 and included the hit game title Silpheed.
Probably the most significant historical change in the history of sound cards came when Creative Labs produced the Sound Blaster card. The Sound Blaster cloned the AdLib, and also added a sound coprocessor to record and play back digital audio (presumably an Intel microcontroller, which Creative incorrectly called a "DSP" to suggest it was a digital signal processor), a game port for adding a joystick, and the ability to interface to MIDI equipment (using the game port and a special cable). With more features at nearly the same price point, and compatibility with existing AdLib titles, most first-time buyers chose the Sound Blaster. The Sound Blaster eventually outsold the AdLib and set the stage for dominating the market.
The Sound Blaster line of cards, in tandem with the first cheap CD-ROM drives and evolving video technology, ushered in a new era of multimedia computer applications that could play back CD audio, add recorded dialogue to computer games, or even reproduce motion video (albeit at much lower resolutions and quality). The widespread adoption of Sound Blaster support in multimedia and entertainment titles meant that future sound cards such as Media Vision's Pro Audio Spectrum and the Gravis Ultrasound needed to address Sound Blaster compatibility if they were to compete against it.
For years, soundcards had only one or two channels of digital sound (most notably the Sound Blaster series and their compatibles) with the notable exception of the Gravis Ultrasound family, which had hardware support for 14 to 32 independent channels of digital audio, and early games and MOD-players had to fully emulate multiple channels by software downmixing. Today, most good quality sound cards have hardware support for at least 16 channels of digital audio, but others, like those that utilize cheap audio codecs, still rely partially or completely on software through either device drivers or the operating system itself to perform a software downmix of multiple audio channels.
As of 2005, these "codecs" usually lack the hardware for direct music synthesis or even multi-channel sound, with special drivers and software making up for these lacks, at the expense of CPU speed (for example, MIDI reproduction takes away 10-15% CPU time on an Athlon XP 1600+ CPU).
Computer peripherals | Sound cards | Sound production technology
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