Sound Cards - PowerPoint PPT Presentation

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Sound Cards

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Sound Cards Karl Heinz Kurze – PowerPoint PPT presentation

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Title: Sound Cards


1
Sound Cards
  • Karl Heinz Kurze

2
Sound Cards have a minimum of four functions.
These functions are
  • Synthesizer
  • MIDI interface
  • Analog-to-digital conversion during the recording
    (A/D).
  • Digital-to-analog conversion during the playback
    (D/A).

3
The Synthesizer
  • The synthesizer delivers the sound. That is, the
    sound card generates the sounds. Here we have
    three systems
  • FM synthesis, Frequency Modulation
  • Wave table
  • Physical-modeling

4
FM synthesis
  • The oldest of these methods is called FM
    synthesis. FM synthesis does not produce high
    quality reproductions of the instruments they are
    supposed to be. How it works is this the sound
    card is equipped with a synthesizer chip. This
    chip produces sine waves which are the beginning
    of sound. By combining several different sine
    waves, the chip is able to create complex
    waveforms, and these waveforms are supposed to be
    as close as possible to the actual sound of the
    instrument. In reality, though, the sound is
    "canned". FM synthesis cards are older cards, and
    are not much used today.

5
Wave tables - sampling
  • Most boards sold today use what is called
    wavetable synthesis. What this means is that in
    the on-board ROM is stored actual recordings of
    the instruments. These recordings are then used,
    by changing the pitch of and blending, to create
    much more life-like sound reproductions. Such
    sound cards must have ample memory on board to
    store the sounds. Many sound cards are expandable
    so that you can add memory and create your own
    wavetable recordings. The quality of the
    wavetable synthesis is a function of the quality
    of the recordings. Short, low-resolution sound
    tables produce cheap sounds.

6
Physical-modeling synthesis
  • The third method of sound reproduction is called
    physical-modeling synthesis. In short, a card
    using this method would emulate the vibrating
    sound system of an instrument (such as a guitar
    string) by creating a similar model through
    software. The sound chip would create wave
    vibrations that would act like a physical wave.
    This method of sound creation is incredibly
    life-like and is thus increasing in popularity.
    It is usually found on higher end sound cards.
    Creative Labs was one of the first to implement
    the method. The Creative Labs AWE64 Gold has 14
    instruments re-created through this method.

7
Analog-to-digital conversion (ADC)
  • When a sound card records analogue audio, it is
    converting the sound waveform into digital
    information and then copying this in real time
    onto the hard disk. Essentially, it is using the
    disk as a digital tapeless recorder. The process
    of converting analogue to digital is known as
    digitising or sampling. With audio, the analogue
    waveform is chopped into a number of slices per
    second. At each slice, the amplitude is measured
    and rounded to the nearest available value.
    Clearly the more chops per second (sampling rate)
    and the finer the values assignable to the
    amplitude (dynamic range), the better the
    representation of the original.

8
Digital-to-Analog conversion (DAC)
  • During DAC, digital information stored in the
    hard disk is sent back to the sound card where it
    is then converted back into its analog form by
    the synthesizer.

9
From ISA to PCI
  • ISA bus bandwidth is rather limited (8 Mbps). A
    stereo-CD data stream can be 1.4 Mbps, a large
    demand for the ISA bus. The PCI bus, on the other
    hand, offers a 100-MBps bandwidth or higher.
    Several simultaneous sound channels are no
    problem for the PCI bus.
  • There are other benefits to PCI. The PCI bus
    allows cooperative signal processing, which means
    that tasks can be shared between the main system
    processor and a separate audio processor on the
    sound card. This means that the audio signals are
    free of interference from other tasks thereby
    making it 10 20 times more efficient than ISA
    based sound cards.
  • One pitfall of the PCI bus arises out of older
    DOS applications. Legacy DOS applications are
    designed so that they require a DMA and IRQ to
    move audio data from the main system memory. This
    means they use Sound Blaster compatible
    protocols. These are only features of the ISA
    bus, not PCI. For this reason, there is a risk
    that older DOS games will not run with PCI sound
    cards. There are workarounds for this ISA-PCI
    problem in DOS. Using special hardware, it is
    possible to redirect the PCI interrupts into the
    legacy space, in effect making them ISA IRQ's.
    The DMA requirement for DOS is being handled by
    enhancements to the PCI bus protocol. The total
    effect is to provide DOS support for PCI sound
    cards.

10
DirectX
  • DirectX was written by Microsoft to allow
    low-level control of the hardware and allow high
    performance multimedia within Windows instead of
    DOS. DirectX 5.0, for example, allows low-level
    control of audio files, giving the ability to mix
    multiple .WAV files, as well as control the
    balance, volume, and playback rate of each.
    DirectX API's are divided into sections, each
    section controls a different function. We have
    DirectDraw, DirectSound, DirectSound3D,
    DirectPlay, etc. DirectSound is what allows the
    low-level control of the sound equipment in the
    PC. DirectSound3D allows 3-D sound capabilities
    from only two speakers, giving rise to positional
    audio. Positional audio manipulates the
    characteristics of sounds to make them seem to
    come from a specific direction, such as from
    behind or from far to the left. In version 7.0
    you find improved 3D acceleration of sound as
    well as picture with reduced CPU usage. The
    performance should be increased with 20 compared
    to version 6.1.

11
Environment Simulation
  • DS3D may have supported positional audio, but it
    didn't offer much support for adding reverb, let
    alone considering individual reflections, to
    simulate different environments. Fortunately DS3D
    does support extensions to the API, and this need
    was soon met by a couple of new sound standards
    which have gained widespread support from games
    developers Aureal's A3D technology and Creative
    Technology's Environmental Audio Extensions (EAX).

12
Reverb
  • Sound that is heard is a mixture of direct path
    sound and reflected sound. Reflected sound might
    reach our ears after bouncing off a wall or
    object, and the material of these obstacles
    absorbs certain frequencies, along with reducing
    the overall volume. This "first-order reflection"
    arrives not only sounding different from the
    direct source, but also slightly after it.
    Second-order reflections and so on take this
    effect further still. The quality and delay of
    the reflected sound reveals a great deal about
    the surrounding environment and its size.
  • Most humans can perceive precisely where
    first-order reflections are coming from, and some
    can distinguish second-order reflections too.
    However, as more and more reflections arrive at
    the ear, the brain tends to combine them into one
    late-order reflection echoing effect known as
    reverb. Using reverb properly is the first key to
    simulating different environments.

13
Aureal A3D
  • Originally developed in 1997 in collaboration
    NASA (National Aeronautics and Space
    Administration) for use in flight simulators,
    Aureal's A3D technology has subsequently
    progressed through a number of versions.
  • ASD1 improved upon DS3D by providing hardware
    acceleration, a more advanced distance model
    allowing simulation of different atmospheric
    environments, such as thick fog or underwater and
    a resource manager that allows developers to take
    advantage of the number of 3D streams the sound
    card can handle and control use of Aureal's 3D
    sound algorithms.
  • The A3D2 version actually takes the geometry
    information of the room that is fed to the
    graphics card, and uses it to render realistic
    sonic reflections and occlusions. Using a
    technology called WaveTracing, A3D2 genuinely
    calculates up to 60 first-order reflections,
    which interact in real time with the environment,
    and then groups later-order reflections into
    overall reverb.

14
Aureal A3D
  • ASD3 takes the technology to the next level by
    adding a number of new features
  • Volumetric Sound Sources When developers define
    an audio file to a sound source, the sound source
    must have a location so that it can be rendered
    in relation to the listener. This is usually done
    via a point source the point where the source
    is. However, some sources will not "reside" in a
    single point flowing water, wind, crowd cheers,
    etc. will actually stretch out or extend in
    various areas. To more accurately model these
    sources, ASD3 allows them to be defined as
    volumetric sound sources, thereby positioning
    them better.
  • MP3 playback Previously, audio streams for 3D
    audio have had to be WAV files. Now, MP3 files
    can be used, thereby both reducing their
    associated storage space and increasing their
    quality.
  • Reverb The sum of all late order reflections.
    Aureal's geometric reverb will work on Vortex2
    (and later) cards, as well as automatically
    translating to EAX or I3DL2 if a sound card does
    not have the appropriate A3D support.
  • Streaming Audio Automatic support for streaming
    audio has been added, eliminating the complex
    layer of development normally required for
    client/server interactive entertainment
    applications that use existing audio solutions.
  • A3D2 was such a computationally complex system
    that Aureal developed a processor dedicated to
    the necessary number crunching. A3D3 requires
    even greater processing power, which is provided
    in the shape of an additional DSP to accelerate
    the new commands.

15
Creative Technology's Environmental Audio
Extensions EAX
  • EAX 1.0 was designed to provide developers with
    the ability to create a convincing sense of
    environment in entertainment titles and a
    realistic sense of distance between the player
    and audio events. The approach Creative took to
    achieve this was, computationally, significantly
    easier than the one Aureal had taken with A3D.
  • EAX 2.0 enabled the creation of more compelling
    and realistic environments with tools that allow
    the simulation of the muffling effects of
    partitions between environments (such as walls)
    and obstacles within environments (such as
    furniture).
  • EAX 3.0 introduced the ability to "morph" between
    environments.

16
Creative Technology's Environmental Audio
Extensions EAX
  • In late-2000 a number of EAX effects were
    incorporated into the DirectX Audio component -
    the functions of which were previously shared
    between the DirectSound and DirectMusic
    components - of the latest release of Microsoft's
    suite of multimedia APIs, DirectX 8.0. A few
    months later, Creative unveiled an API platform
    for games developers wanting to incorporate Dolby
    Digital content into their games. Earlier
    soundcards had allowed Dolby Digital to be passed
    directly through the card and decoded by an
    external decoder. However, with the "5.1" version
    of its successful SoundBlaster Live! sound card
    Creative supported decoding directly through one
    of their audio products for the first time, the
    card being able to output straight to six
    discrete analogue channels (5 speakers 1
    sub-woofer).
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