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fwsgonzo • today at 2:25 PM • 7 replies • view on HN

I'm interested in hearing more


Replies

hypercube33 • today at 2:35 PM

In the first waves of multimedia PCs - the CPU was tasked with doing sound, networking, hard drive control, etc. - pretty much all of the cost savings came from having minimal hardware for the auxiliary components and doing it all in drivers.

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.

hallway_monitor • today at 2:35 PM

I think it's because adding a sound card offloaded sound processing from the CPU and it had more cycles to draw frames! Probably back when we were at like 25Mhz

bee_rider • today at 2:54 PM

So was Waterluvian, I assume, which is probably why they added the card!

pornel • today at 2:36 PM

Off-loads sample mixing to the sound card. Computers of that era were slow enough that doing 44100 additions per second was expensive (IIRC quake had 8Khz samples anyway).

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shadowgovt • today at 2:35 PM

The sound card took sound computation off the CPU as well. Back in the day, every aspect of the game was fighting for CPU cycles.

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.

zoeysmithe • today at 3:00 PM

CPUs from that era were single core and pretty slow. They had to do everything like game logic, graphics, sound, etc all at once, so it was often resource starved. Sound took some resources, sometimes significant depending on the sound and what else the cpu was doing, unless it was a really simple sound (think NES style sound). Moving that to a dedicated sound card meant the cpu didn't have to worry about sound anymore.

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.

__del__ • today at 2:53 PM

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