I am not the CEO of a huge tech company (I know, everyone is surprised), but this is probably what they should be focusing on before they completely tank the company with a failed hardware kickstarter:
Realistic 3D audio simulation tech (using some existing API, like OpenAL) that can be licensed to game developers and hardware manufacturers.
No one wants a sound card anymore... erm... even though I'm still using a Xonar DX in my main rig... but yeah, most people don't want a sound card anymore. They want features that make them go "ooo, ahhhhh..." and that means SOFTWARE.
Call the tech something catchy with "SoundBlaster" prominently displayed, add a 3dfx-like startup video to games that want it.
Along with the "SoundBlaster ___" badge would be some kind of certification that they have worked with the developer to ensure that the devs actually care about how the game sounds and are making proper use of the resources available.
This badge could also be put on hardware devices... like USB DACs that have good specs, low latency, etc.
Why I think this is what should be done: They completely killed off innovation by crushing all of the competition by 2001. The apparent result was a completely uninteresting PC audio market that ended up being almost entirely wiped out when Microsoft axed hardware accelerated DirectSound3D. If it had been a strong and actually growing market still in 2003-2006, this may never have happened. Regardless of exactly what caused what, the stagnation of PC 3D audio means that 25 years later we're still relying on user-made mods and a handful of random games (out of tens of thousands) to actually implement unique audio features.
I mean... it's 2025. I can play a game that implements hardware accelerated path tracing and completely murders GPU performance for what is often not that significant of a visual improvement, but no part of my PC is accurately calculating the occlusions, reflections and reverb of audio in that same 3D space?
Imagine what our games would sound like if that RT hardware was being used for sound instead.
Nope. You have to play cutting edge (/s) games like REPO to get proximity voice chat and environmental audio effects. Or download some Minecraft mod for an outdated version of the game to get the kind of effects that Aureal accelerated in hardware 26 years ago. Why isn't that just part of all games by now?
Creative should have been the company to push for this stuff. Why are we not seeing "Creative: The way it's meant to sound." at the startup of games to indicate that a game is going to sound mind-meltingly immersive?
Whoops. Sorry for the rant. 🤣