A common "Trick" was to buy cards that had essentially their own processors to handle this stuff - SoundBlasters, 3Com nics, IDE drive controllers that had their own processor (hell, even up to their own OS) since that freed the CPU up for doing actual work - gaming. Even an external or other
CPUs were a bottle neck but most people didnt tax the single core machines doing most daily work (office work, browsing the web) so it was fine, but once you load up a game that needs sound, 3d, networking, disk access all at once it would start stealing clock cycles trying to do all of that in one place.
A 16(!!!) bit ISA slot card, which revolutionized PC-audio-experience.
Are they still on the market or crashed by the ever-more-increasing onboard chips?
And there was Gravis Ultrasound, where you could upload samples into the RAM of the soundboard (that was like superpowermegatech back at these days :-) IIRC, the highest degree of fidelity was fu**ng 16 MB of onboard RAM on the soundboard.
:-D
https://en.wikipedia.org/wiki/Sound_Blaster#Second-generatio...
Im getting old :-D
:-D
I don't think any major vendor has made ISA sound cards in almost 30 years. Discrete PCIe sound cards exist but I don't know who exactly their intended market is. Audio pros?
You can find old 90's ISA cards used on eBay and whatever. The more sought after types (e.g. SB Pro) may not be exactly cheap, though.
Also, for the retro PC market, there are hobbyist cards such as the PicoGUS. [1]
So, yes or no, depending on what you're asking for.
Most of the benefit came from the sound card doing DMA from a memory buffer instead of using a high-frequency interrupt to have the CPU give it sound samples one or two bytes at a time (fetched from the very same memory buffer(s)).
More sophisticated cards could also do mixing of several sounds in "hardware" (usually by having their own little CPU do the work) instead of having the main CPU doing the mixing. Some of them could even play the constituent sounds at different speeds (Gravis Ultra Sound and Midi cards but the Midi cards usually had fixed sound samples). This mattered for more sophisticated game audio for a few years until x86 performance improvements made it irrelevant. DMA is still crucial.
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SO, TELL ME ABOUT YOUR PROBLEMS.Way back in the day there were some very impressive (given the technology) arcade ports to things like the Apple ][. That system's audio required running an assembly function that literally touched a memory address over and over again at a specific time rate; each touch flipped the electromagnet on the speaker. So games with theme music had to time slice hanging out in the audio routine versus doing anything else.
I grew up with a copy of Moon Patrol on Apple ][c and I didn't know for years that the theme song isn't supposed to sound like it's being played through a tea kettle.
Sound, like a lot of things, could be seen as a peripheral and a lot of peripherals back then needed their own cpu to perform well. One interesting fact I recently learned is the commodore 64 was so resource starved, the external floppy drive you could buy had its own 6502, just like the C64 did as its main processor. It just had to off-load that to another cpu because its own cpu was too busy to reliably run a disk drive. There are other reasons for this like commodore's experience in drives previously was this kind of architecture so they went with what they knew, but its a bit interesting to know your floppy drive was essentially another C64 with its own commodore OS and ram and 6502.
(Very small groups of) people used be in awe at LAN parties when I showed them how Linux could play an MP3 without stutters while copying large files across the network and browsing images.
Then it was time to play games and people were less impressed by me not being able to join any other game than Quake...
No problems here on Winamped Windows 98, albeit on a Pentium 166 with MMX. Often enough it was just a systems configuration issue.