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Choice of sound card in a 486DX2

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Reply 40 of 44, by theelf

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ElectroSoldier wrote on Yesterday, 20:40:
mkarcher wrote on Yesterday, 17:16:
Actually, an ISA sound card is both what you think and also what you found when looking for MIDI devices. A typical ISA sound ca […]
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ElectroSoldier wrote on Yesterday, 14:46:

an old ISA sound card isnt what I thought it was, that a MIDI device has its own sounds built into it and the signal sent from a game is more of a que to the sound card to play its own sounds.

Actually, an ISA sound card is both what you think and also what you found when looking for MIDI devices. A typical ISA sound card in a 90s game uses both capabilities. Sound effects in the game are usually made from pre-recorded samples that are played as-is by the sound card. On the other hand, old computers were not powerful enough to calculate background music in real-time, so for music playback, the sound card is instructed to generate "its own sounds" as you say. The Soundblaster 16 you are buying can do both, so no need to worry. The main issue about the music generation of the Soundblaster 16 is that it uses a quite simple mathematical model to "create its own sounds", while professional music synthesizer cards use recorded samples of physical instruments as "their own sounds".

Actually, the Soundblaster 16 can do three things:

  1. It can play pre-recorded samples (but only one at a time)
  2. It can calculate music using a simple mathematical model (FM synthesis)
  3. It can send queued music data (in MIDI format) to a professional MIDI synthesizer

The "hanging note bug" of the Soundblaster cards affects only the third capability: Sending data to a professional MIDI-based music synthesizer. Most gamers in the 90s did not own a MIDI-based music synthesizer, so all games are perfectly able to play back sound and game music using the first two capabilities, and they work (mostly) fine on the CT2890. If you want "more realistic" music than the Soundblaster 16 can calculate (which you generally do not need to enjoy 486 games), you would need to purchase a MIDI synthesizer as well. MIDI synthesizers for the Soundblaster 16 come in two shapes: As a plug-in board you can add to your sound card. These plug-in cards are called Wave Blaster (compatible) cards, because that's the name Creative Labs used for them. There are also external synthesizers, like the Sound Canvas or a competing Yamaha model. These synthesizers can be connected to the Game Port of the Soundblaster 16.

As long as you don't choose MPU-401/GM/MIDI as music playback method, but use "AdLib", "OPL2", "OPL3", "Soundblaster", "Soundblaster Pro" or "Soundblaster 16" as music playback method, you do not need a dedicated MIDI synthesizer. This also means you do not need to worry about hanging notes. Most likely, your gaming experience will be fine with that card.

I never realised there was so much to it all.

I think Ill pick up the Sound Blaster 16 I mentioned in my first post and see how it goes. If it puts out SNES style music Ill be happy with that.

snes style music is "midi " a wavetable, SB16 is megadrive style, a OPL FM synth

Reply 41 of 44, by ElectroSoldier

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theelf wrote on Yesterday, 23:35:
ElectroSoldier wrote on Yesterday, 20:40:
mkarcher wrote on Yesterday, 17:16:
Actually, an ISA sound card is both what you think and also what you found when looking for MIDI devices. A typical ISA sound ca […]
Show full quote

Actually, an ISA sound card is both what you think and also what you found when looking for MIDI devices. A typical ISA sound card in a 90s game uses both capabilities. Sound effects in the game are usually made from pre-recorded samples that are played as-is by the sound card. On the other hand, old computers were not powerful enough to calculate background music in real-time, so for music playback, the sound card is instructed to generate "its own sounds" as you say. The Soundblaster 16 you are buying can do both, so no need to worry. The main issue about the music generation of the Soundblaster 16 is that it uses a quite simple mathematical model to "create its own sounds", while professional music synthesizer cards use recorded samples of physical instruments as "their own sounds".

Actually, the Soundblaster 16 can do three things:

  1. It can play pre-recorded samples (but only one at a time)
  2. It can calculate music using a simple mathematical model (FM synthesis)
  3. It can send queued music data (in MIDI format) to a professional MIDI synthesizer

The "hanging note bug" of the Soundblaster cards affects only the third capability: Sending data to a professional MIDI-based music synthesizer. Most gamers in the 90s did not own a MIDI-based music synthesizer, so all games are perfectly able to play back sound and game music using the first two capabilities, and they work (mostly) fine on the CT2890. If you want "more realistic" music than the Soundblaster 16 can calculate (which you generally do not need to enjoy 486 games), you would need to purchase a MIDI synthesizer as well. MIDI synthesizers for the Soundblaster 16 come in two shapes: As a plug-in board you can add to your sound card. These plug-in cards are called Wave Blaster (compatible) cards, because that's the name Creative Labs used for them. There are also external synthesizers, like the Sound Canvas or a competing Yamaha model. These synthesizers can be connected to the Game Port of the Soundblaster 16.

As long as you don't choose MPU-401/GM/MIDI as music playback method, but use "AdLib", "OPL2", "OPL3", "Soundblaster", "Soundblaster Pro" or "Soundblaster 16" as music playback method, you do not need a dedicated MIDI synthesizer. This also means you do not need to worry about hanging notes. Most likely, your gaming experience will be fine with that card.

I never realised there was so much to it all.

I think Ill pick up the Sound Blaster 16 I mentioned in my first post and see how it goes. If it puts out SNES style music Ill be happy with that.

snes style music is "midi " a wavetable, SB16 is megadrive style, a OPL FM synth

I have a feeling a journey is about to start...

Reply 42 of 44, by SScorpio

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ElectroSoldier wrote on Today, 00:22:
theelf wrote on Yesterday, 23:35:

snes style music is "midi " a wavetable, SB16 is megadrive style, a OPL FM synth

I have a feeling a journey is about to start...

Just go slow, start with the SB16.

I also recommend watching Phil's video I posted earlier, it goes over using MIDI on a modern PC. MIDI itself works like sheet music saying have x instrument play y note. Different synths use different samples so they have all their own distinct sound. So using a modern PC won't ruin the experience. And it's a way to experience MIDI before jumping down what can be a very expensive rabbit hole. There are archives online of MIDI file rips of different game music. If some of your favorite games support MIDI, get their soundtracks and give them a listen and see if you like what you hear.

Most people didn't use MIDI back then, but if someone had the option many people would use MIDI over OPL/Adlib. Just like most people used a sound card over a PC speaker for audio.

Here's a very quick comparison of Doom. The video first has Adlib off an AWE64, then the AWE64's built-in Wavetable using MIDI, and finally a real Roland Soundcanvas.
https://www.youtube.com/watch?v=nTaJ_q9bkdk

Reply 43 of 44, by ElectroSoldier

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SScorpio wrote on Today, 00:37:
Just go slow, start with the SB16. […]
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ElectroSoldier wrote on Today, 00:22:
theelf wrote on Yesterday, 23:35:

snes style music is "midi " a wavetable, SB16 is megadrive style, a OPL FM synth

I have a feeling a journey is about to start...

Just go slow, start with the SB16.

I also recommend watching Phil's video I posted earlier, it goes over using MIDI on a modern PC. MIDI itself works like sheet music saying have x instrument play y note. Different synths use different samples so they have all their own distinct sound. So using a modern PC won't ruin the experience. And it's a way to experience MIDI before jumping down what can be a very expensive rabbit hole. There are archives online of MIDI file rips of different game music. If some of your favorite games support MIDI, get their soundtracks and give them a listen and see if you like what you hear.

Most people didn't use MIDI back then, but if someone had the option many people would use MIDI over OPL/Adlib. Just like most people used a sound card over a PC speaker for audio.

Here's a very quick comparison of Doom. The video first has Adlib off an AWE64, then the AWE64's built-in Wavetable using MIDI, and finally a real Roland Soundcanvas.
https://www.youtube.com/watch?v=nTaJ_q9bkdk

Starts off good and then gets better...

Not sure what I want though, and Im not sure if I would see any benefits of the better end based on the games I want to play on it.
I Cant see me playing DooM, Im not even sure it would play on a 486DX2-66 with 8Mb of RAM and some kind of Cirix graphics chip.