Custom PC - UK (2019-12)

(Antfer) #1
Creativebooth.I showedhimthedemo and presented our
technology,andhestayedfor 30 minutes, even though his
minderswantedtousherhimawayafter five minutes.
Obviouslyhewasawed.
AtComdex,peoplelinedupin20-person queues in front of
threecashiersinourtiny 300 squarefoot booth – we sold one
SoundBlastereveryfourminutes.Thiswas a phenomenal
successandSoundBlastertookofflikea rocket after that. To
date,over 400 millionunitsofSoundBlaster have been sold.
Infact,allPCstodaystillretaintheoriginal Sound Blaster
compatibilityintheOS.

CPC:Whatwerethelimitationsofthese old cards in
comparisonwithlaterSoundBlasters?
SimWongHoo:TheSoundBlasterwas an 8-bit sound card
witha lowsamplingrate.Theaudioquality was coarse and
verybadbytoday’sstandards.Butgoing from no sound to
‘gotsound’wasa giantstepforthePCat that time. Users
werethrilledbythisnewcapability,andits highly affordable
mass-market price.
The OPL2 synthesiser
wasa two-operator FM
synthesis chip and could
onlygenerate nine-voice
mono music. ‘Two-operator’
means it uses only two sine
waves to modulate each
otherand generate different
kindsof musical
instrumental sounds. While it sounded slightly better than our
own 12-voice stereo synthesiser, it was still rudimentary in the
realm of electronic music instruments.

CPC: The first Sound Blaster used a Yamaha OPL2 FM
synthesiser, making it AdLib compatible. If AdLib hadn’t done
this first, do you think the first Sound Blaster cards have had
different MIDI synthesis?
Sim Wong Hoo: The first Sound Blaster did have a different
music synthesis system – that was already in our Cubic CT PC
in 1986. In fact, the first generation of Sound Blaster supported
both the Yamaha OPL2 FM synthesiser and our own 12-voice

synthesiser, so by default, it automatically supported a wider
range of software from the two standards, giving users the best
of both worlds.

CPC: The first Sound Blaster made a killer product by
combining PCM audio with FM synthesis, but its sampling rate
was limited to 23KHz. Why was the sample rate so low?
Sim Wong Hoo: The sampling rate was low simply due to
component cost, and the performance of PCs at the time. A
mass-market 8-bit analogue-to-digital converter wasn’t
available at that time, so analogue-to-digital sampling was
performed in software using the digital-to-analogue converter.
Because it was software, it was limited by the speed of the PCs
at that time. Anyway, a 23KHz sampling rate is good enough for
8-bit, as the benefit of increasing the sampling rate is drowned
out by the coarse 8-bit output anyway.

CPC: PC games had very limited audio features at this time –
how did you go about getting game developers to implement
Sound Blaster support?
Sim Wong Hoo: After the initial success of Sound Blaster, we
started to engage the entire gaming industry, and supported
developers to put audio into their games. We provided them
with a free Sound Blaster Developer Kit, which was the first of its
kind in the industry, as well as free consultancy. We even helped
game developers certify their games as ‘fully Sound Blaster
compatible’ at no cost.

CPC: What was the thinking behind adding gameports to the
backplates of Sound Blaster cards?
Sim Wong Hoo: It was very simple to do, and we had the space
on the backplate to include a gameport. This also saved a
precious slot for users who wanted to play games with joysticks.

CPC: It took a while for Creative to make the MIDI output of
Sound Blasters MPU-401-compatible. Why was this?
Sim Wong Hoo: MIDI wasn’t our focus at the time – it was a
small, niche and hard-to-service market. The original Sound
Blaster did have a MIDI interface hidden in the gameport. It was
put there to give a positive answer to curious people who asked
about MIDI but didn’t need it. This limited MIDI features didn’t
cause any loss Sound Blaster sales. We eventually did make our
MIDI interface MPU-401-compatible and, as we had expected, it
made no difference to our sales. The fact is that almost all our
users didn’t care much about this compatibility.

CPC: The Sound Blaster Pro came on a 16-bit ISA card, but
was still only an 8-bit card really. Why did it need a 16-bit
ISA interface?
Sim Wong Hoo: The Sound Blaster Pro was a stereo version of
the Sound Blaster, which was a requirement of the Microsoft
Multimedia PC standard. It supported additional interrupt and
DMAs, which were only found on the 16-bit bus.

CPC: The Sound Blaster Pro also came with an IDE interface to
control a CD-ROM drive. What was the thinking behind this?

THE AUDIO
QUALITY WAS

COARSE AND BAD
BY TODAY’S

STANDARDS


TheSoundBlaster 16 madefulluseofthe16-bitISA interface,
enabling CD-quality 16-bit/44KHz sampling

Free download pdf