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Soundcards

 

It is a mystery to me why the designers of Soundcards do not supply us users with adequate details of what they do, and how they work. Unlike other cards in the system like Graphics, Modems, and SCSI, which also  have external connectors that we plug things into,  these cards have OUR choice of inputs and outputs, and have software-driven controls that we are expected to be able to operate confidently.

How many users think that everything we plug into the card is mixed digitally? Why do some microphones work better than others? What is the difference between Play Controls and Record Controls? My card has a 'What U Hear' control, what is that for? Why does it mess up my mixer settings?

These, and other questions, I hope to be able to answer on this page.

 

Humble Beginnings   

In the beginning, computers had very crude sound facilities, just a squawky little speaker that beeped and buzzed on occasions (it's still there, by the way). As games became more adventurous there became a requirement for something better, and a 'game card' arrived with it's own sound generator and a joystick port. Shortly afterwards, as a result of competition from other home computers of the day, the first PC soundcards hit the streets. In those days personal computing was in its infancy and, apart from game players, the demand for sound barely exceeded its novelty appeal. Most of us wondered what on earth sound had to do with computing, even when the .wav file arrived and recording was possible  the general reaction was 'so what - ever heard of a cassette recorder?'. Sound files at this time seemed an extravagant use of precious (10Mb) disc space.

The Soundcard pressed on, games got better, disks got bigger, and then Windows arrived with its own sound system. By then there were different sound standards emerging, the  major two being Adlib and SoundBlaster. At about this time the CD Rom drive arrived on the scene, and many soundcards now included proprietary interfaces to boost the acceptance of both.

 

Up To The Present    

New software now began to be developed that promised advanced sound mixing and effects, and the chance to compose music beyond the monophonic plinkety-plonk efforts achieved by earlier programs. The Midi interface was introduced, which connected  the keyboard, via an adapter cable, through the well established, but under-used, games port, and sound creation progressed from FM synthesis to Wavetable  and  SoundFont technology. Given the time, skill, suitable software and soundcard, it is now possible to produce music that comes close to the sound produced by a studio full of equipment of less than a decade ago. This is an aspect of soundcards which I know very little about so I shall stop here. My main interest has been in the way sound sources are mixed on the soundcard, and how the various mixer windows relate to the actual soundcard hardware.

 

The Soundcard as a mixer     

Once the soundcard was established as a peripheral with large market appeal, semiconductor manufacturers all over the world began producing chips to handle the routing of various analogue and digital signals, their conversion to and from the digital format, and control of Record and Play modes. This chip became referred to as the Codec or Mixer. There was no agreed specification for this, each manufacturer determined to either produce the de facto standard, or a design that could adapt to the requirements of various volume card manufacturers. The evolution from 8bit mono to 16bit stereo and the introduction of Multimedia into our computer vocabulary saw a general trend towards Creative Labs SoundBlaster/SoundBlaster-Pro models. The highly respected AWE series also used a similar mixer configuration. Since many competing soundcard vendors had to maintain compatibility with this 'unofficial' standard in order to stay in business, this is one of the mixer types that will be reviewed in detail shortly.

Despite the relative stability in design afforded by the SB Pro standard, the mixer hardware proved very restrictive, and resulted in a user interface that was far from ideal, with a good deal of confusion on how to set the various sliders to achieve the desired result.

In 1996 a consortium of manufacturers, Intel, Creative Labs, Analog Devices, National Semiconductor, and Yamaha jointly released a specification for a new audio system framework which they called Audio Codec '97 (AC'97) . This was designed around a two chip (Analogue/Digital) solution that interfaced to PCI/USB/1394 bus architectures. This was revised in 1998/99, and is the basis for most current PCI soundcards today, including Creative Labs SBLive!, and Diamond Monster Sound MX300.

The specification allows for future development in areas such as 3D sound, and enhanced music capabilities, whilst presenting a consistent hardware interface to the host computer. The two chip solution is intended to be equally at home as an integrated motherboard facility, or part of a sophisticated music synthesis system.

Of the two chips that comprise the AC'97 specification, we are  interested mainly in the analogue mixer chip, but part of the digital chip needs investigating too, as it includes the WAV and MIDI  signal paths. This will be examined in detail in a moment.

 

Common Soundcard Features     

It has taken considerable effort to compile the following information. None of the soundcard manufacturers make public the inner workings of their proprietary chips. The detail presented here is the result of much researching on the Internet, and perusing semiconductor manufacturers data books, combined with observing the behaviour of the soundcards themselves. No account has been taken of additional functions such as 3D, echo, reverb, or DSP (Digital Signal Processing) enhancements. The variants are too diverse, and would only confuse the operating principles that we are exploring here.

Before we look at the (generic) SB/SB Pro and AC'97 mixer diagrams, it is worth commenting on features and characteristics that are common to both.

 

Mixing Methods         

It may come as some surprise to find that none of the externally applied inputs are digitally mixed to the Line Output. Instead they are combined together as analogue signals, but in proportions determined by attenuators that are controlled digitally in response to the position of the relevant sliders. Digital signals originating within the computer are mixed digitally in proportions determined by digital attenuators, which also respond to the position of their relevant sliders. The way in which the analogue and digital signals are combined differs in the two systems described below.

 

Microphone Circuit          

There are two kinds of microphone in general use - Condenser (electret), and Dynamic (magnetic). Because of its physical characteristics, the electret type has to incorporate an amplifier which tends to make it more sensitive. To cater for both types the input circuit usually has an optional 20dB booster amplifier. In reality, the boost setting is required also for the electret type, and it is common to find that cheap dynamic types have insufficient output to drive the soundcard satisfactorily.

The microphone channel is generally mono-only because the second connection on the microphone plug is used to feed a low voltage supply to the electret amplifier. If a mono dynamic microphone is connected then this becomes shorted to ground, but no damage will result from this because the circuit is designed to cope with it. The mono microphone channel is applied to both left and right, Record and Playback, mixer circuits. Generally, there is no facility to balance between channels.

 

Tone Controls     

All soundcards that I have examined have had tone controls, either of the Bass/Treble, or Graphic Equalizer variety. The position where these are shown in the schematics below are derived from descriptions and illustrations gleaned from my web enquiries, together with evidence from personal experience. The diagrams obtained from semiconductor manufacturers do not show these, which is rather odd because 3D and DSP options are generally illustrated. These must be optional functions specified by the card vendors. 

 

Soundcard Outputs     

It is becoming rare in recent times to find outputs capable of driving loudspeakers directly. Most good quality PC loudspeakers are active (amplified) anyway, so this is not a problem for most users. Having said this, in all the soundcards I examined, the Line Output circuit was capable of driving headphones of around 35 Ohm impedance. On those soundcards with 4-Speaker (3D Surround) capabilities, do not be fooled into thinking that the rear speakers can be set to copy the front sound mix. In general, the rear speakers will only output digitally sourced signals (wav, midi, etc.). An exception to this is a facility provided on the MX300 board.

 

SoundBlaster/SoundBlaster Pro     

The essence of this design is the separate mixers for Record and Play functions. They both share the same attenuators so the sliders that appear in the Play and Record Mixer windows are linked - changing the Record slider, for example, also changes the Play slider. This can be quite disconcerting to casual users who are justified in thinking the Record and Play functions are independent. 

 

 

It is also the case that, after a recording session is completed and the application closed, normal sound levels, such as those expected from normal computer audio prompts, may be disturbed.

The concept behind this is to emulate a 'monitor' function, allowing the user to review the balance of the recorded mix. However, although the sliders are linked, each slider has its own Mute button, so it is possible to incorrectly set the Record mix, and be unaware of this during the recording since the output of the Recording mixer is not monitored directly.

Analogue signals, derived from the input connectors, are stereo-mixed directly to the Line Output via Tone Controls and Output Slider. A similar, but separate, stereo mixer is output to a stereo A/D (Analogue to Digital) converter, destined as a digital recording input to the computer. 

Digital signals generated from within the computer are digitally mixed, again in two separate locations. One combines with the digitized analogue signals, and is available for recording by the computer. In the case where the soundcard supports full-duplex operation (simultaneous digital record/play), this allows (in theory) for all digital sources (such as MIDI) to be recorded as WAV files.

The output from the other digital mixer is fed to a stereo D/A (Digital to Analogue) converter, and then mixed with the analogue signals for output through the Line Output circuit.

 

 

AC'97 Audio Codec (SBLive! MX300 etc.)      

This design comprises just one analogue stereo mixing element, but separate Record and Playback sliders. In its own way however, the configuration has its limitations , as had the earlier design.

 

 

Play Circuit         

Analogue input signals are mixed using separate 'Play' sliders, through Tone Controls and Output Slider to the Line Output socket.  As has become common with popular soundcards, the microphone channel is mono only, being mixed equally into the left and right output channels without the utility of a balance slider.

Internally generated digital signals, or played-back  digital files, are attenuated and mixed together digitally before being converted to analogue, and mixed in with the external analogue signals.

 

Record Circuit         

There is no dedicated mixing circuit for recorded signals. In normal use it is only possible to choose one analogue or digital source at any one time. Although it may appear to the user that each source has its own slider, this is not the case. There is only one physical attenuator available at the output of the analogue and digital (B) selectors. These are set to the required position when each source is selected. The switching of the digital selectors (A & B) is transparent to the user. If an analogue input is chosen, Selector (A) switches to the output of the A/D converter. If a digital input is chosen then Selector (A) derives its input from the source chosen by Selector (B).

To enable full mixing facilities in the Record mode, there is a loopback connection from the output of the analogue mixer to the analogue Record selector. When this is chosen, the Play sliders now become the main input recording mixer controls, with a main recording level control slider being provided by the Analogue Recording Slider. The Line Output now becomes a Recording Monitor channel. The Tone Control circuit is usually located inside this loopback connection to provide tone correction to the recorded sound. The Line Out slider operates independently of the recording level.

 

SoundBlaster Live! Implementation         

Despite Creative Labs being one of the partners responsible for the specification of AC'97, their loopback implementation appears to differ from the essence of the original design. They call this function 'What U Hear', but for some unknown reason it only allows one analogue input to be enabled at any one time. In other words there is no global mixing function available in recording mode; only one analogue input can be mixed with the digital sources. When using this soundcard with Studio400, ensure that 'What U Hear' is not selected, else there will be problems mixing normal (Play) analogue inputs to the Line Out connector.

This card supports 4 channel speaker operation for 3D sound effects. Exactly how this has been implemented is not understood, but be aware that the rear speaker output socket is unlikely to have a mode that provides the same audio mix as the front speakers. When used with Studio400, it is essential to only use the front speaker Line Outputs.

 

Diamond Monster Sound MX300 Implementation         

This card adheres very closely to the spirit of the AC'97 specification, even to the point of providing a mono loopback  facility (not shown on the above diagram). This is merely an extra input to the Analogue Selector which is the sum of left and right loopback channels. These loopback inputs are referred to as Mix(S) (Stereo) and Mix(M) (Mono), and full Record mixing facilities are available when either of these are chosen.

Although we are not discussing 3D facilities on this page, it is worth pointing out that Diamond have implemented a mode where the rear stereo outputs are a duplication of the front stereo channels. They actually refer to this as a feature to replace the need for a 'Y' cable connection when headphones are used. 

 

Soundcards and DirectX       

DirectX is the generic name for a software interface that gives direct control of Multimedia devices to an application running on the PC. Those cards that have DirectX capability offer a consistent interface to the application through specially written drivers. Not all cards have full hardware functionality however, in which case the drivers have responsibility for either providing software emulation, or informing the application of the functional limitation.

DirectSound is a part of the DirectX specification that deals with soundcards. It is the degree of DirectSound hardware compliance of a soundcard that determines how well it will work in a real-time application such as interactive gaming, and linear video editors such as Studio400. 

Those cards that do not have their own hardware sound buffers and 'accelerator circuits' still provide a DirectSound interface, but are much slower and less predictable than fully featured versions. Microsoft quote typical latency (real response time) of 10-20ms for a hardware compliant soundcard compared with 150-200ms for software emulation. In video editing terms this equates to  1/4 frame on the one hand, and up to 5 frames error (PAL) on the other. Little wonder that the choice of soundcard is so crucial to successful sound-glitch elimination with Studio400.

ISA soundcards also have an additional problem that can hamper real-time operation. DMA (Direct Memory Access) is used to stream sound into and out of the card. Microsoft say that this can hold up the CPU from being able to access system memory, thus causing further real-time errors in control operations. PCI bus cards do not suffer from this problem.