Music Synthesizer Card was one of the first sound cards . Note the manual volume adjustment knob.
ISA-8 bus. bus sound card for
PCI bus
24-bit 96 kHz stereo in/out sound card Envy sound card for PC, 5.1 channel for
PCI slot Sound cards for
IBM PC–compatible computers were very uncommon until 1988. For the majority IBM PC users, the internal
PC speaker was the only way for early PC software to produce sound and music. The speaker hardware was typically limited to
square waves. The resulting sound was generally described as "beeps and boops" which resulted in the common nickname
beeper. Several companies, most notably
Access Software, developed techniques for digital sound reproduction over the PC speaker, like
RealSound. The resulting audio, while functional, suffered from the heavily distorted output and low volume, and usually required all other processing to be stopped while sounds were played. Other home computers of the 1980s, like the
Commodore 64, included hardware support for digital sound playback or music synthesis, leaving the IBM PC at a disadvantage when it came to multimedia applications. Early sound cards for the IBM PC platform were not designed for gaming or multimedia applications, but rather on specific audio applications, such as music composition with the
AdLib Personal Music System,
IBM Music Feature Card, and
Creative Music System, or on speech synthesis like Digispeech
DS201,
Covox Speech Thing, and Street Electronics
Echo. In 1988, a panel of computer-game CEOs stated at the
Consumer Electronics Show that the PC's limited sound capability prevented it from becoming the leading home computer, that it needed a $49–79 sound card with better capability than current products, and that once such hardware was widely installed, their companies would support it.
Sierra On-Line, which had pioneered supporting
EGA and
VGA video, and 3-1/2" disks, promised that year to support the AdLib, IBM Music Feature, and
Roland MT-32 sound cards in its games. A 1989
Computer Gaming World survey found that 18 of 25 game companies planned to support AdLib, six Roland and Covox, and seven Creative Music System/Game Blaster.
Hardware manufacturers One of the first manufacturers of sound cards for the IBM PC was AdLib, the Sound Blaster cloned the AdLib and added a sound coprocessor for recording and playback of digital audio. The card also included a
game port for adding a
joystick, and the capability to interface to MIDI equipment using the game port and a special cable. With AdLib compatibility and more features at nearly the same price, most buyers chose the Sound Blaster. It eventually outsold the AdLib and dominated the market. Roland also made sound cards in the late 1980s such as the MT-32 Responding to readers complaining about an article on sound cards that unfavorably mentioned the
Gravis Ultrasound,
Computer Gaming World stated in January 1994 that, "The de facto standard in the gaming world is Sound Blaster compatibility ... It would have been unfair to have recommended anything else." The magazine that year stated that
Wing Commander II was "Probably the game responsible" for making it the standard card. The Sound Blaster line of cards, together with the first inexpensive
CD-ROM drives and evolving video technology, ushered in a new era of
multimedia computer applications that could play back CD audio, add recorded dialogue to
video games, or even reproduce
full motion video (albeit at much lower resolutions and quality in early days). The widespread decision to support the Sound Blaster design in multimedia and entertainment titles meant that future sound cards such as
Media Vision's
Pro Audio Spectrum and the Gravis Ultrasound had to be Sound Blaster
compatible if they were to sell well. Until the early 2000s, when the AC'97 audio standard became more widespread and eventually usurped the SoundBlaster as a standard due to its low cost and integration into many motherboards, Sound Blaster compatibility was a standard that many other sound cards supported to maintain compatibility with many games and applications released.
Industry adoption When game company
Sierra On-Line opted to support add-on music hardware in addition to built-in hardware such as the
PC speaker and built-in sound capabilities of the
IBM PCjr and
Tandy 1000, what could be done with sound and music on the IBM PC changed dramatically. Two of the companies Sierra partnered with were Roland and AdLib, opting to produce in-game music for
King's Quest 4 that supported the MT-32 and AdLib Music Synthesizer. The MT-32 had superior output quality, due in part to its method of sound synthesis as well as built-in reverb. Since it was the most sophisticated synthesizer they supported, Sierra chose to use most of the MT-32's custom features and unconventional instrument patches, producing background sound effects (e.g., chirping birds, clopping horse hooves, etc.) before the Sound Blaster brought digital audio playback to the PC. Many game companies also supported the MT-32, but supported the Adlib card as an alternative because of the latter's higher market base. The adoption of the MT-32 led the way for the creation of the
MPU-401,
Roland Sound Canvas and
General MIDI standards as the most common means of playing in-game music until the mid-1990s.
Feature evolution Early
ISA bus sound cards were
half-duplex, meaning they could not record and play digitized sound simultaneously. Later, ISA cards like the SoundBlaster AWE series and Plug-and-play Soundblaster clones supported simultaneous recording and playback, but at the expense of using up two IRQ and DMA channels instead of one.
Conventional PCI bus cards generally do not have these limitations and are mostly full-duplex. Sound cards have evolved in terms of digital audio sampling rate (starting from 8-bit , to 32-bit, that the latest solutions support). Along the way, some cards started offering
wavetable synthesis, which provides superior
MIDI synthesis quality relative to the earlier
Yamaha OPL based solutions, which use
FM synthesis. Some higher-end cards (such as
Sound Blaster AWE32,
Sound Blaster AWE64 and
Sound Blaster Live!) introduced their own RAM and processor for user-definable sound samples and MIDI instruments as well as to offload
audio processing from the CPU. Later, the integrated audio (
AC'97 and later
HD Audio) prefers the use of a software MIDI synthesizer, for example,
Microsoft GS Wavetable SW Synth in
Microsoft Windows. With some exceptions, for years, sound cards, most notably the
Sound Blaster series and their compatibles, had only one or two channels of digital sound. Early games and
MOD-players needing more channels than a card could support had to resort to mixing multiple channels in software. Even today, the tendency is still to mix multiple sound streams in software, except in products specifically intended for gamers or professional musicians.
Crippling of features As of 2024, sound cards are not commonly programmed with the audio loopback systems commonly called
stereo mix,
wave out mix,
mono mix or
what u hear, which previously allowed users to digitally record output otherwise only accessible to speakers.
Lenovo and other manufacturers fail to implement the feature in hardware, while other manufacturers disable the
driver from supporting it. In some cases, loopback can be reinstated with driver updates. Alternatively, software such as
virtual audio cable applications can be purchased to enable the functionality. According to Microsoft, the functionality was hidden by default in Windows Vista to reduce user confusion, but is still available, as long as the underlying sound card drivers and hardware support it. Ultimately, the user can use the
analog loophole and connect the line out directly to the line in on the sound card. However, in laptops, manufacturers have gradually moved from providing 3 separate jacks with TRS connectorsusually for line in, line out/headphone out and microphoneinto just a single combo jack with TRRS connector that combines inputs and outputs.
Outputs The number of physical sound channels has also increased. The first sound card solutions were mono. Stereo sound was introduced in the early 1980s, and
quadraphonic sound came in 1989. This was shortly followed by
5.1 channel audio. The latest sound cards support up to 8 audio channels for the
7.1 speaker setup. A few early sound cards had sufficient power to drive unpowered speakers directlyfor example, two watts per channel. With the popularity of amplified speakers, sound cards no longer have a power stage, though in many cases they can adequately drive headphones.
Professional sound cards audio interfaces Professional sound cards are sound cards optimized for
high-fidelity, low-latency multichannel sound recording, sound playback and/or gaming. Their drivers usually follow the
Audio Stream Input/Output protocol for use with professional sound engineering and music software. ,
TDIF, and
S/PDIF. Professional sound cards are usually described as
audio interfaces, and sometimes have the form of external rack-mountable units using
USB,
FireWire, or an optical interface, to offer sufficient data rates. The emphasis in these products is, in general, on multiple input and output connectors, direct hardware support for multiple input and output sound channels, as well as higher sampling rates and fidelity as compared to the usual consumer sound card. On the other hand, certain features of consumer sound cards, such as support for
3D audio, hardware acceleration in
video games, or real-time ambiance effects, are secondary, nonexistent or even undesirable in professional audio interfaces. The typical consumer-grade sound card is intended for generic home, office, and entertainment purposes with an emphasis on playback and casual use, rather than catering to the needs of audio professionals. In general, consumer-grade sound cards impose several restrictions and inconveniences that would be unacceptable to an audio professional. Consumer sound cards are also limited in the
effective sampling rates and bit depths they can actually manage and have lower numbers of less flexible input channels. Professional studio recording use typically requires more than the two channels that consumer sound cards provide, and more accessible connectors, unlike the variable mixture of internal—and sometimes virtual—and external connectors found in consumer-grade sound cards. ==Sound devices other than expansion cards==