That is really cool! The only issue is he's doing this test on a 25MHz 386, where the benefits seem to be quite profound. I have my SB16 installed on a P133. I suspect the load is going to be below 10% even running off the CPU so it may be below the noise threshold and prevent me from noticing a change. I can try it anyway... can't hurt. I find the tech talk a little bit above me though. He seems to be saying you need to have 2 files in your (system?) directory to make this work and then you need to take a wave file at a certain sample rate and compress it into ADPCM at a lower bitrate... I really don't know how to do this the way he's describing but maybe it's not so hard with the right software.
Also if I'm reading it right, I think he's talking about games like Duke Nukem II because I think it has ADPCM compressed sound or something. Doom or the likes wouldn't benefit from this chip right? I have an ESS AudioDrive with full OPL3 emulation and it says it also does this sort of decompression in hardware, so is the ASP chip essentially redundant to these other clones?
Actually maybe I stumbled upon the answer... back to Duke2, am I right that it will only play on hardware that supports ADPCM compressed audio? If that's true then it should only play on the likes of the ESS that have that feature. It should not play on a normal SB16 right? But if I put the ASP chip in there, will it suddenly work in that game?