[HN Gopher] Sound Blaster (DOS)
       ___________________________________________________________________
        
       Sound Blaster (DOS)
        
       Author : elvis70
       Score  : 73 points
       Date   : 2022-05-15 14:16 UTC (8 hours ago)
        
 (HTM) web link (www.vgmpf.com)
 (TXT) w3m dump (www.vgmpf.com)
        
       | wiradikusuma wrote:
       | What a nostalgia. I used to scourge the internet (with a 28.8
       | Kbps modem nonetheless) for .midi files, put those files in a
       | playlist, and play it throughout the day.
       | 
       | Later on I found out MIDI can sound _much better_ using better
       | sound cards, e.g.
       | https://en.wikipedia.org/wiki/Sound_Blaster_AWE32 (mine was SB16)
       | 
       | Pure magic.
        
       | midislack wrote:
       | https://web.archive.org/web/20220515173047/http://www.vgmpf....
       | 
       | Doesn't work with Tor Browser so have this archive link.
        
       | shdon wrote:
       | I recently had a blast (no pun intended) by porting a new point
       | and click adventure currently being in development to DOS. That
       | includes a sound mixer and MIDI player. Was a lot of fun
       | revisiting those skills from 25 years ago.
        
         | elpocko wrote:
         | Return to Monkey Island will have a DOS port? Cool.
        
       | verst wrote:
       | Does anyone else remember having to configure I/O, IRQ, DMA etc?
       | As a kid I had no understanding of what these things were so I
       | always tried random values until the sound worked without
       | distortion.
       | 
       | The sound blaster also had a joystick port which back then was
       | also used the emit MIDI signals. I installed a MIDI split cable
       | on the joystick COM port and then configured sound in games to
       | use the Roland Adlib MIDI mode. I hooked up my Yamaha PSR 730
       | Keyboard to my computer and got to enjoy much higher quality
       | sounding music.
        
         | colordrops wrote:
         | I'm still cargo culting with Linux kernel parameters to fix
         | various graphics and hardware issues.
        
         | mortenlarsen wrote:
         | The earliest Sound Blasters had IRQ7 as default. This
         | conflicted with LPT1 so the default was changed to IRQ5. There
         | are a few games like "Gods (1991)" and "Space Quest III (1989)"
         | that have IRQ7 hardcoded, so for best compatibility with older
         | games IRQ7 is needed.
        
         | elvis70 wrote:
         | Yes, and I never managed to configure this so that the Sound
         | Blaster works with my handheld Genius scanner.
        
         | rpeden wrote:
         | I definitely remember SET BLASTER=A220 I5 D1 H5 in my
         | autoexec.bat.
        
           | verst wrote:
           | I somehow got away with never adding this in my autoexec.bat.
           | 
           | I don't remember much with regards to tweaking that stuff..
           | running memmaker.exe comes to mind. Also loading the CD
           | driver in extended memory mode (MSCDEX.exe /E). Then there
           | was himem.sys etc
           | 
           | I would really love to see a good blogpost on all these
           | things so I can finally learn what all these things actually
           | did -- back then it was just trial an error. All the tweaks I
           | had to make to free up "conventional memory" despite having a
           | lot of RAM.
        
         | axiolite wrote:
         | > configure I/O, IRQ, DMA etc? As a kid I had no understanding
         | of what these things were so I always tried random values until
         | the sound worked without distortion
         | 
         | I got my start in the Win9x days. I cannot begin to describe
         | how confusing it was (with no knowledge of PC computing
         | history) to have sound working perfectly in Windows, only to
         | start a game where sound would not work. Only to be greeted
         | with a settings menu with hundreds of possible sound
         | configuration options with no clue what to try to get sound
         | work. If I actually got my start in the old 386 PC days,
         | opening the case, reading the brand of sound card and looking
         | at jumper settings would have been a start. But with some "ESS"
         | sound chips not listed anywhere, no jumpers showing the
         | settings, etc., it was a complete black box.
         | 
         | Didn't have internet access to go to and research computer
         | problems in those days, and I had no technically knowledgeable
         | friends... Windows Help system was of no help, and it could be
         | a considerable time sink with its terrible search function
         | finding tons of irrelevant hits. Game documentation rarely
         | provided clues. The way forward at the time would have been to
         | buy one of the many non-distinct books on computers available
         | on store shelves.
        
         | dclowd9901 wrote:
         | You warped me right back to 11 years old, and I thank you for
         | it.
        
         | themodelplumber wrote:
         | Absolutely, there were IRQ & DMA defaults that usually worked
         | pretty well in my experience, and in my friend group everybody
         | had memorized fallback combinations to try. You never knew when
         | you'd suddenly need to change that stuff when visiting a
         | friend's house.
         | 
         | It's funny you mention using your Yamaha keyboard for MIDI out.
         | I did this with the SB Live back in the day, it had a pretty
         | cool front I/O panel too. I remember playing Phantasmagoria
         | this way and getting creeped out really fast. Probably didn't
         | help that the music was coming from my keyboard which was in
         | another part of the room.
        
         | jasomill wrote:
         | Older ISA Sound Blaster cards indeed have jumpers to configure
         | I/O ports, IRQ lines, and DMA addresses for the hardware, and
         | traditionally there was no reliable way to auto-detect
         | conflicts with other hardware -- such conflicts are a likely
         | source of your distorted audio -- so manual reconfiguration was
         | frequently required.
         | 
         | Additionally, Sound Blaster-compatible software requires either
         | manual or semi-automatic configuration via the BLASTER
         | environment variable or application-specific configuration
         | mechanisms to determine the hardware configuration.
         | 
         | Creative indeed repurposed a couple infrequently-used pins on
         | its implementation of the IBM PC game port[1] to implement a
         | MIDI interface; other vendors followed suit.
         | 
         | In addition to computer music applications, external MIDI
         | modules -- most notably, the Roland MT-32[2] and Sound Canvas
         | SC-55[3] -- were commonly supported by games of the era[4].
         | 
         | Today, all this can be easily emulated in both software[5] and
         | first-party emulated hardware[6]. Additionally, Sound Canvas
         | was the basis for the General MIDI standard, so it's also
         | possible to wire up DOSBox MIDI to other GM-compliant synths
         | for similar results (at least in [relatively] newer games with
         | General MIDI support; attempting to emulate MT-32 via GM rarely
         | works out well).
         | 
         | Source: personal experience, though "back in the day" I used a
         | Roland SCC-1, which combined an SC-55-compatible synth and an
         | MPU-401-compatible[7] MIDI interface on an ISA card. For most
         | games, this configuration also required a separate sound card
         | for non-music sound effects, but was otherwise convenient,
         | slots permitting, as it required no external hardware.
         | 
         | [1] https://en.wikipedia.org/wiki/Game_port
         | 
         | [2] https://en.wikipedia.org/wiki/Roland_MT-32
         | 
         | [3] https://en.wikipedia.org/wiki/Roland_SC-55
         | 
         | [4]
         | https://en.wikipedia.org/wiki/List_of_MT-32-compatible_compu...
         | 
         | [5] https://dosbox-x.com/wiki/Guide%3ASetting-up-MIDI-in-
         | DOSBox%...
         | 
         | [6] https://id.roland.com/products/sound_canvas_for_ios/
         | 
         | [7] https://en.wikipedia.org/wiki/MPU-401
        
           | cricalix wrote:
           | And for a dose of (in)sanity, check out LGR's MIDI Mountain.
           | 
           | https://youtu.be/bQn3SyDh2Xo
        
         | mrighele wrote:
         | Yes, "good" memories, in a bad way. If you had a "home" PC,
         | adding a sound card was not a terrible issue, but once you had
         | an "office" pc with with something like two serial ports, a
         | printer and, God forbid ! a network card (obviously a ne2000 or
         | a 3c509), free IRQs were somewhat of a scarce resource.
        
         | TacticalCoder wrote:
         | > Does anyone else remember having to configure I/O, IRQ, DMA
         | etc?
         | 
         | I totally do. It wasn't fun but in the end, somehow, we always
         | ended up configuring everything correctly!
        
         | tmaly wrote:
         | This brought back memories. I remember having to do that to get
         | certain games to work.
        
         | jonathanoliver wrote:
         | IRQ 5, DMA 1--but I had to adjust my COM mouse to use a
         | different IRQ.
         | 
         | Also, I had a highly tuned config.sys and autoexec.bat to get
         | as much memory as I possibly could for King's Quest 3.
        
           | verst wrote:
           | How did you learn to tune those? It was all trial and error
           | for me. I'd love to see a blogpost about this so I can
           | finally learn all the things that I should have done but
           | didn't back in the day :)
        
             | henrikschroder wrote:
             | It wasn't about "tuning", you simply needed to configure
             | everything so there weren't any collisions, and this
             | depended on whatever _other_ expansion cards and ports you
             | had in your PC, because there was a limited amount of IRQ
             | channels (2, 5, 7, 10), DMA channels (0, 1, 3), and I /O
             | addresses (0x220, 0x240, 0x260, 0x280) that expansion cards
             | could use.
             | 
             | The original 8-bit cards could be configured through
             | jumpers on the card, and the settings you put into
             | autoexec.bat or individual setup programs for your games,
             | simply had to match the hardware settings.
             | 
             | Later, plug'n'play meant that your PC's BIOS could auto-
             | detect and auto-assign everything to avoid collisions, so
             | you didn't have to bother with it.
        
         | truthwhisperer wrote:
        
       | tomduncalf wrote:
       | Those screenshots of the DOS applications make me feel nostalgic!
       | I came across a screenshot [1] of WaveStudio recently, which was
       | a wave editor they bundled for Windows, but I'd totally forgotten
       | about the DOS apps that predated it!
       | 
       | [1] http://www.vgmpf.com/Wiki/index.php/Creative_WaveStudio
        
       | alasdair_ wrote:
       | I made the mistake of buying a SoundBlaster Z1 for my last gaming
       | PC build. After two years of constant struggle, I removed it last
       | night and just use the onboard sound which sounds identical.
       | 
       | The thing _constantly_ stopped working and I would have to reseat
       | it into a different PCI slot and often reinstall the drivers to
       | make it work again. It also had obnoxious bright red LEDs with no
       | way to turn them off.
       | 
       | It often went weeks without being detected at all after any kind
       | of reboot of the system.
       | 
       | I will never buy another.
        
       | marcodiego wrote:
       | I got my first PC around 1997. It was a good machine for the
       | time: 32 MB with a 200 MHz MMX pentium, it got a S3 graphics card
       | with 2MB of video memory and had a modem, cd-rom and a sound
       | card. The sound card was an Aztech Labs aAZTR2316. It came with
       | drivers for windows and DOS.
       | 
       | I soon discovered that "compatible with soundblaster" was not the
       | same thing as "100% compatible with soundblaster". To get my
       | sound card working as a soundblaster, I had to load its drivers.
       | They worked but were somewhat buggy and required TSR's all the
       | time. It some memory and, depending on the game, the game just
       | refused to run with such drivers loaded. I never got to run
       | battle chess with sound because of that.
       | 
       | Since I had seen some "real computers" running UNIX I soon wanted
       | to run linux on my PC. On linux I could play CD with the cd-rom
       | but the drivers for my aztr2316 was only merged in 2007. By that
       | time I had already bought a more compatible computer. I learned
       | to envy my friends who had Creative Labs Soundblaster's and US
       | Robotics real modems.
       | 
       | It had some upgrades. Increased the RAM to 64 MB, replaced to
       | modem with a NE2000 compatible network card, added CD recorder
       | combo, I even got 2 floppy drives and 2 hard disks. The machine
       | was almost fully stuffed internally. Nevertheless, It got
       | replaced and I never heard a single tone from its sound card on
       | linux.
       | 
       | Years later I tried to turn on the computer again so I could test
       | the drivers for the sound card. I never completed POST
       | complaining about "parity error". I could have tried other memory
       | chips, but I just gave up on my first machine. Let her rest.
        
       | AaronBBrown wrote:
       | I remember the pure magic of playing Sierra games after adding a
       | Sound Blaster. Dr Sbaitso was also a hoot.
        
       | jesuslop wrote:
       | What I liked most is that it demonstrated direct memory access,
       | so the CPU and the card shared the mastery of the memory bus. You
       | told the card to play such memory block with very little IO, and
       | the play started while you continued running your code. On end
       | you had an interruption handler called.
        
       | nu11ptr wrote:
       | Pure nostalgia and this defined my teen years. From hours spent
       | messing around with Dr. Sbaitso, to that talking parrot, to being
       | elated to finding a doc on how to program the SB on a BBS, the
       | sound blaster era was when computers were most exciting. We were
       | finally breaking out into major video/sound breakthroughs.
        
       | noipv4 wrote:
       | Ahh, the fun configuring ISA cards. That's how I learned about
       | DMA, interrupts and addresses. Also learned how COM and LPT ports
       | operated. Also learned to configure a dialup modem using AT
       | command set.
        
       | blenderdt wrote:
       | The experience of the too real 'blood splash' sound in Prinse of
       | Persia. I was shocked after buying a sound card.
        
       | kristiandupont wrote:
       | Sound Blaster was my first sound card and it was pure magic,
       | coming from the PC beeper. I wrote a module player for it and
       | since it only had two channels, you had to mix the audio in
       | software. I later moved on to Gravis Ultrasound which had 16
       | hardware channels and while the audio was orders of magnitude
       | better, it still felt like cheating to me.
        
         | colordrops wrote:
         | I played a game called mean streets that played recorded audio
         | through the PC speaker. That definitely wasn't cheating.
         | 
         | https://youtu.be/WJ4rYt8v--4
         | 
         | It used a system called Realsound.
        
         | danieldk wrote:
         | I loved the Gravis Ultrasound. I upgraded the wavetable memory
         | with an additional 1MiB through the DIP sockets with memory
         | that I sourced from a friend's unused video card (IIRC). At
         | some point the GUS died because the card was so heavy that it
         | bended, touched another card and short-circuited.
         | 
         | Some time later I got an Gravis Ultrasound Extreme. At some
         | point I also had the Gravis GamePad.
        
         | wenc wrote:
         | I owned an SB16 and GUS Ace.
         | 
         | The big thing back then was FM Synthesis vs Wavetable Synthesis
         | for MIDI -- SB had AWE32 but GUS was more entrenched in the
         | demo scene because it was easier to code for apparently (I was
         | only a demo spectator, never an author, so I had no idea).
         | 
         | Today, wavetable synthesis seems so quaint -- nobody really
         | fiddles with MIDIs anymore.
        
         | pantulis wrote:
         | Also the Gravis had wavetable synthesis which made it a great
         | MIDI file player.
         | 
         | For me the pure magic was Cubic Player which allowed a regular
         | SB to play MIDI files with the GUS patch. I could not wrap my
         | head around how that software could possibly work.
        
       | rasz wrote:
       | https://www.vogons.org/viewtopic.php?t=59154 First dos sound
       | blaster game.
       | 
       | >Looking through Mobygames, the total number of retail Dos games
       | released from 1989,1990 and 1991 was a massive 1902 games (this
       | is excluding educational software, shareware games, PD freeware
       | and compilations). The real number is even bigger than this as
       | Mobygames' disclaimer says a large number of retail Dos games are
       | still missing and not catalogued. It's interesting that all other
       | systems, the only computer/console that comes anywhere close from
       | 1989-1991 is the C64 with 1421 retail games.
       | 
       | out of those 1900 PC games released between 89-91 only a small
       | fraction (<10%) supported Sound Blaster digitized wave output. It
       | took over two years for true adoption as the de facto standard.
        
       | bruce511 wrote:
       | Like many I got a sound blaster as part of a multimedia kit that
       | included a cdrom, SB card, and some games.
       | 
       | Unlike many, I suspect, I also used it as a poor-man's digital
       | oscilloscope at work, simply by sampling the microphone input (or
       | line input? I don't remember.) it worked well enough (although
       | all flat signals reverted to the middle.)
       | 
       | But it was enough to show the value of a digital scope over an
       | analogue one, and we made a big of money, and so bought a real
       | digital oscilloscope (for what was then, to us, quite a lot of
       | loot.)
       | 
       | Those were the days of miracle and wonder.
        
       | acidburnNSA wrote:
       | You could have Dr. Sbaitso say whatever you typed, by telling him
       | to 'say' something. As pre-teens, my sister and I used to laugh
       | maniacally with this basic TTS system. Typing in 'winkle tinkle'
       | like a dozen times and hearing him say it in his special cadence
       | still kind of cracks me up.
       | 
       | I also won the middle school science fair with a program that
       | came with the SB Pro, called VEDIT2, if I recall. I set up a tape
       | recording of a standard sound and moved a dish-shaped snow sled
       | different distances from the microphone while recording the
       | standard sound. I used VEDIT2 to measure the peak amplitude and
       | then compared with expectations from a parabolic focusing
       | reflector. Any middle schooler using the word 'directrix' was
       | sure to win in my small town.
       | 
       | And yeah my dad helped with the math.
       | 
       | Good old SBPro though.
       | 
       | EDIT: ah this site has a thing for SB Pro too, and it has vedit2:
       | http://www.vgmpf.com/Wiki/index.php/Sound_Blaster_Pro_(DOS)
        
         | elvis70 wrote:
         | You can still play with Dr. Sbaitso onine:
         | https://oneweakness.com/dr-sbaitso-online. Don't say too many
         | insults, otherwise you risk an error of parity.
        
           | acidburnNSA wrote:
           | Oh I have gotten quite a good number of parity errors in my
           | day. I was just firing it up at archive.org as well to hear
           | that winkle tinkle cadence one more time.
           | 
           | https://archive.org/details/msdos_Dr_Sbaitso_1992
        
       | sandermvanvliet wrote:
       | For some more nostalgia you can build your own Sound Blaster, or:
       | Snark Barker
       | 
       | https://github.com/schlae/snark-barker
        
       | foresto wrote:
       | Sound setup was one of those fiddly tasks that we came to expect
       | whenever installing a new game.
       | 
       | Did I remember the correct interrupt and port? Did I leave the
       | card jumpered with alternate settings last time I played that one
       | game that uses hard-coded values? Will this new game respect the
       | BLASTER environment variable? Does silence when I launch the game
       | mean that I made a mistake, or just that the game has no sound at
       | the title screen?
       | 
       | Warcraft II addressed this with a sound setup tool that rewarded
       | the effort with a delightful surprise:
       | https://www.youtube.com/watch?v=slTHHXWNG4Y
        
       | danjc wrote:
       | As a teen in the 90's I added sound to the games I wrote using
       | SMix. It was a sound mixer that supported Sound Blaster and
       | others.
       | 
       | SMix was written by Ethan Brodsky, couldn't easily find anything
       | about him today. Just another generous internet stranger who
       | played a role in my tech career.
       | 
       | https://archive.org/details/smix130_zip
        
         | justsomehnguy wrote:
         | EIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII>>          o Programming
         | the SoundBlaster 16 DSP o          o      Written by Ethan
         | Brodsky       o          o     (ericbrodsky@psl.wisc.edu)
         | o          o            Version 3.2              o          o
         | 8/3/95                o
         | EIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII1/4
         | 
         | https://archive.org/details/sb16doc_zip
        
       | bluedino wrote:
       | My sound card story:
       | 
       | A long time ago we had a bottom of the barrel PC. 386SX 16MHz,
       | 1MB RAM, and 41MB HDD. My parents weren't poor but they were
       | cheap and this was a bargain $899 PC at the time, with 14" VGA
       | monitor and 9 pin printer.
       | 
       | The Pentium had just been released, but I had Surplus Software's
       | advertisements (later bought by Egghead). They sold out of date
       | hardware and software on clearance. I picked up an 8-bit
       | Soundblaster compatible sound card, and a 2400bps modem. The
       | parts arrived, I installed them, and my brother and I spent the
       | better part of a Saturday morning downloading, or rather waiting
       | for the download of Duke Nukem 2
       | 
       | Note: Airborne express dropped the package off at 10:00 am when I
       | had placed my order the day before using my moms credit card
       | (with her permission). That alone was amazing.
       | 
       | Back to the story...after the download was complete, we ran the
       | installer and we so nervous and excited
       | CD\DUKE2         DUKE2.EXE
       | 
       | The cheesy opening cut scene and thundering intro music blew us
       | away. We had never heard any sound like that from the pathetic PC
       | speaker or even our beloved NES.
       | 
       | It was amazing.
        
         | jowdones wrote:
         | Not very far from my first PC: 14'' VGA monitor, and a Siemens
         | Nixdorf 386SX 16Mhz, 40Mb HDD but fortunately 2Mb of RAM (which
         | probably made a huge difference on being able to play some
         | games). Something similar to this beast:
         | https://www.ebay.com/itm/172038842293?hash=item280e5067b5:g:...
         | 
         | Similarly, the Pentium was just released and a friend of a
         | friend of mine had one (wealthy parents). Just once, I got to
         | visit the Pentium's guy home tagging along my friend. The guy
         | played a small VIDEO-CLIP with sound output in a Soundblaster-
         | driven pair of speakers.
         | 
         | I had never heard any game sound but PC speakers or NES
         | (Famicom). There was a popular software at the time which I
         | don't recall, which was playing MOD files into the PC speaker
         | and we would listen in awe how that would sound.
         | 
         | Now imagine being hit simultaneously with full-blown digital
         | sound AND VIDEO. Flabbergasted is an understatement. The
         | Pentium guy kept saying something about choppy video and crappy
         | quality but I couldn't notice a damn thing, seemed the most
         | amazing video I ever saw and all I could think (but of course
         | couldn't say it out loud) was "shut the fuck up, I can't hear
         | the soundtrack".
        
         | monocularvision wrote:
         | I am so blown away by how close our stories are. Got this exact
         | setup from grandparents for my 13th birthday, which was a HUGE
         | surprise. I remember sitting on the sidelines of my younger
         | brother's football games while I read the DOS manual.
         | 
         | I ended up buying a Sound Blaster Pro and installing that. We
         | were absolutely blown away by the sound coming from that thing,
         | specifically Links 386.
         | 
         | Oh, and I ended up working at Egghead Software for a couple
         | years in the mid-90's.
        
       | iforgotpassword wrote:
       | It's a funny quirk of the history of home computing how
       | enthusiasts usually dislike the sound blaster for being basically
       | the crappiest hardware design you could somewhat get away with
       | (ie with the original sound blaster, it was impossible to play
       | digital samples without continuously having buffer underruns
       | resulting in crackling), while the average gamer who grew up in
       | the 90s or even 2000s has very fond memories of those cards. And
       | I actually count myself to the latter camp, as like probably most
       | people back then, just having digital sound at all was a miracle,
       | and with those tiny desk speakers back then, it would've been
       | hard to tell the difference anyways.
        
         | bitwize wrote:
         | Compared to the Amiga, Atari ST, or Macintosh, the PC had the
         | charming rinky-dink-ness that the ZX Spectrum had compared to
         | machines like the C64, up until about 1994 or so (later for the
         | Mac).
         | 
         | It's kind of sad that no one but Apple wants to make serious
         | quality custom equipment for home users anymore. The PC proved
         | for everyone that "race to the bottom" is a valid business
         | model.
        
         | themodelplumber wrote:
         | IIRC if you were into the music part of the demoscene you were
         | also treated to lots of critiques of various cards. This was
         | part of the reason I went for the PAS-16 rather than the Sound
         | Blaster.
         | 
         | The GUS was also absolutely huge in that crowd because of the
         | way it handled MIDI via wavetable. I remember reading reviews
         | and scrounging up cash to buy a wavetable card, actually an OEM
         | AWE 32 in a nondescript cardboard box from the basement of a
         | computer store in Utah. The various features for working with
         | the wavetable made it a lot of fun to play with.
        
         | wiz21c wrote:
         | Crackling ? IIRC one had to use DMA to make sure the buffer was
         | properly filled... I don't remember having any "clicks" in the
         | MODtracker file I was playing...
        
           | rasz wrote:
           | first SB didnt support autoinit
           | https://www.vogons.org/viewtopic.php?f=46&t=52806 "DMA Sound
           | Blaster 1.x 'seamless' playback investigation".
           | 
           | Of course Creative screwed again with numerous bugs in SB16
           | https://www.vogons.org/viewtopic.php?f=62&t=50071
           | 
           | * MPU-401 Hanging Note Bug.
           | 
           | * MPU-401 Stuttering with high sampling rates.
           | 
           | * Single-Cycle DMA Clicking (Non Vibra).
           | 
           | Not to mention poor engineering practices like leaving
           | floating opamps resulting in noisy cards.
        
       ___________________________________________________________________
       (page generated 2022-05-15 23:00 UTC)