Creative Technology: The Sound Blaster
64 comments
·September 7, 2025jonathanlydall
fodkodrasz
> Generic motherboard audio by the mid 90’s was for most purposes as good as Creative stuff, but Creative used patents to artificially keep them from being better, while not making amazing stuff themselves.
I assume you made a typo and were thinking about mid 00s, as my memory tells me that motherboard audio was really rare thing in mid 90s.
It started to become common after Intel's AC97 standard. (I'd call that more late 90s... That is late 90s, early 00s possibly by the time it started to spread.
tialaramex
I agree that mid-90s is a bit early but I would say mid 00's is too late.
I'm pretty sure it's a rapid change almost immediately after AC97. In 1998 it's cool if your new PC has built in CD quality audio. In 2000 that's a basic feature like colour graphics, if your PC doesn't then it sucks.
da_chicken
From my memory, AC97 was rough early on. It seemed to be consistently plagued with crosstalk and other interference issues as well as driver issues. By the time WinXP dropped these issues were mostly sorted out, though.
postexitus
I built 2 pc's with generic motherboard audio in 97 and 99; while this is anecdotal, the option was definitely there late 90's.
mxfh
late 90s is a whole different thing than mid 90s. The 97 in AC'97 is there for a reason. Would still say that Audigy 2001 front panel was peak consumer audio experience. Good access for headphone out and ASIO support, so for anyone wnating to connect you a midi keyboard for first excursion into digital music creation everything was there for a reasonable price point. Even firewire for your DV imports. A digital media entry point like no others existed at the time at that price point.
martijnvds
Motherboard audio started to become more common with the AC'97 spec/standard.
So that makes sense.
rickdeckard
Soundblaster 16 was launched in 1992 and was the de-facto standard for several years, so I'd say it's a typo
exikyut
I'm hijacking this comments section just a tiny bit to talk about Creative TextAssist. It can be downloaded here: https://archive.org/details/creative-sound-blaster-cd-softwa...
It was a speech synthesizer package that (I assume) used the CT1748 mentioned in the article (^F "CT1748") to render very 80s-90s sounding but acceptable speech. You could even precisely control the phoneme generation using a scripting language to make the voices sing songs, with surprisingly tolerable results.
My call to action here is that all the SB16 emulation in PC emulators seems to skip over the CT1748 and/or other necessary parts that makes the speech synthesis possible. Here's Windows 3.1 running in PCem stating "The speech engine cannot be opened. Speech commands cannot be executed." - https://imgur.com/a/bBOihec
So if anyone out there wants a fun project, it would be finalizing the emulation in PCem, 86Box (a PCem fork), DOSBox-X or similar so that this software can run. Essentially it's currently in a state of bitrot and in the process of becoming forgotten.
rollulus
Man! TextAssist was the very first thought I had when I opened the article. I occasionally search the web for it, and indeed, it seems in the process of becoming forgotten. Made me wonder if I was the only one spending many hours with it. Thanks for your comment!
casenmgreen
I have and never will forgive Sound Blaster for using legal costs to destroy a competitor, Aureal.
Aureal made the most unbeliveably amazing sound card, which use ray-tracing for sound, in hardware, to produce 3D sound like you are actually there. The sound engine knew the geometry of the space you were in, in your game.
I played the original Half-Life using this, and it was peak gaming.
amiga-workbench
I've often wondered why audio in games never seemed to get back to this kind of realism.
Its shocking how primitive most game engines are with audio processing. You get linear/inverse square falloff on volume over distance and perhaps reverb in some places and that's about it.
keyringlight
There's been some efforts to use GPU ray tracing to bring some of it back, IIRC Call of Duty from a few years ago had it, but as you say it hasn't caught on and displaced 'good enough' audio.
I also had a Vortex2 and it's not about requiring a high-end surround system, as I suspect even today there's still a significant amount of players with decent but not high-end audio. I was playing Quake3 with A3D before they patched it out with either basic stereo speakers or headphones and the placement was superb.
bananaboy
We've been using Microsoft's Triton[0] for a few years now on Call of Duty.
[0] https://www.microsoft.com/en-us/research/project/project-tri...
RedShift1
Back when I was playing with my Aureal Vortex 2 card, locating enemies via sound was easy peasy through footsteps. That system (and card unfortunately) is now long gone. On my current day system, sound location doesn't work nearly as well, I can't tell if something is in front or behind me, I have to move my head (in-game) to figure that out. I really miss my Vortex 2 :-(.
liendolucas
Today they are mostly irrelevant. Just skimmed their website and I can't find any reason why people would spend money on their products. In a competitive industry such as audio I would never purchase headphones or speakers from them. Audio cards, I don't know, today probably no, and not from them.
In the '90 they were renowned for many of their products (multimedia kits, anybody?). I remember having purchased a Sound Blaster Live and was kind of blown away at the time with its audio quality, maybe because what I had in my motherboard was really bad audio.
One of my siblings had a Creative Zen Vision for ages, it was rock solid to the point that he destroyed its case and audio jack and the thing still worked perfectly. It was possibly one of a few products I've seen that resisted so much and kept working.
I do understand that the market for audio players now are kind of niche/dead if you can run an audio player on your phone, but I would still buy a good quality and affordable audio player that is not polluted with android. Just put music and play it... Their audio players were nice, not the best in terms of software. I owned a Zen Pebble and a Zen Micro and at the time I was quite happy with them.
One thing that is not minor is that they never seemed to have any interest on supporting other OSes rather than Windows or MacOS (a sign that still reflects that they haven't adapted to today's open source movement). If it weren't for the OSS community their cards wouldn't work on Linux.
Another company that suffered a similar or worse fate is Turtle Beach. I remember that they sound cards were also renowed at the time. They now make headsets and joysticks. I guess both companies didn't learn to adapt to the unforgiving tech market and kind of perished.
apt-apt-apt-apt
It looks like they got a patent on either the UI list of files or the click wheelie thing and got paid off by Apple. If it's the list of files, is it really possible to patent a simple list like that?
Beretta_Vexee
One of the major contributors to Soundblaster's decline was DirectX.
Before DirectX, games and multimedia applications were designed to support a handful of cards, such as Soundblaster, Borland, Turtle Beach, and Ultrasound. There were no unified drivers, no standard interface, etc. A few middleware programs, such as Miles Audio, began to appear to manage multiple types of cards, but this was done at the application level.
With DirectX, integrated cards and various SB clones were supported out of the box as long as they had Windows drivers.
Very quickly, users realised that the built-in clones and cards were just enough for most uses.
Especially given the appalling quality of PC speakers at the time (I'll never forgive you Packard Bell).
throwaway_20357
Borland => Roland
kensai
Trip down the memory line, this article. Serious question: does anyone care to have hardware audio cards nowadays, let alone from Creative?
temp0826
It's kind of bizarre to think about all the audio struggles from the past and "good" (not actually) things like SB, and today with my truly fantastic, ~$25 usb dongle that blows it all out of the water with ease (32 bit, 448khz). Some of y'all maybe don't realize what a golden age it is (am I old?).
guappa
It does not. That old sound blaster had more input channels than your dongle.
bigmattystyles
I look back fondly to kid years when I took shots in the dark with IRQ and DMA settings on my boot diskette (so as not to mess with my dad’s settings) with autoexec.bat and config.sys (?), trying to balance out keeping enough available memory for the game but still keep the sound driver loaded. I don’t remember all the details, we’d guess a lot, but still learned.
Also, from the article, the nomad mp3 - now that’s a blast from the past.
Beretta_Vexee
IRQ 7, DMA 1, Port 220H !
Now I have a vague idea of what IRQs and DMA are, but I still have no idea what port 220h was. Don't forget that the Sound Blaster card had a MIDI port to which you could connect a controller or joystick. That was also a nightmare to configure, with calibrations on all axes, button remapping, etc. We were really motivated for pre-teens.
pansa2
> I still have no idea what port 220h was
It’s the address (in I/O space, separate from memory space) which the CPU can read/write to communicate with the sound card.
prawn
Great era. I remember being unleashed on the family computer and then attempting to neaten the file structure of our various games (Commander Keen, etc) in DOS and copying EVERYTHING into one central directory. Botched graphics display for the games that continued to slightly work...
ksec
The good old days when games requires Sound Blaster to play probably. It is too bad Creative Technology failed to transform out of Sound Card market. I remember discussing this in the early 2000s with a friend of mine in UK who is a Singaporean. He said Creative used to be pride of Singapore.
hed
> Layoffs of some staff in Stillwater, Oklahoma followed in 2008.
How did Creative end up with offices there? Was there some kind of research going on at Oklahoma State University?
duskwuff
> An hour of audio in 64MB would absolutely not be “CD-quality.”
At 128 kbps, you can fit a bit over an hour of audio into 64 MB. Which isn't great, especially not using a late-90s MP3 encoder, but it's perfectly listenable.
ksec
Yeah I remember it took sometime before LAME came along and became good, but then AAC-LC took over. These days we really should just default to 256Kbps. My only wish is that AAC-LC QuickTime encoder to be open source.
haspok
> Creative rose to dominate the sound card market at a time when there weren’t many options. They made an excellent product, marketed well, and made solid relationships with software makers.
Interesting angle. The product that actually made them mainstream (the Soundblaster) was everything but excellent - it had a single mono 8-bit DAC (compare this to the Amiga's 4 channel stereo sound, released four years prior!), and very noisy output as I recall. But it was supported by all software, so it won.
Also no mention of their very aggressive business practices, how they bankrupted Adlib by forcing Yamaha to not release a new sound chip for the upcoming Adlib Gold card - delayed until Creative were ready with their own product.
Creative has in my opinion worked harder than most to put me off their hardware.
Their initial Sound Blasters made them my default choice in the 90’s, but by late 00’s I vowed to never buy them again, their hardware became overpriced, unreliable and they were user hostile.
It felt like they’ve been coasting from their good reputation in 90’s for a long time now even though they don’t deserve it any more.
My friend in late 90’s got a Sound Blaster live or something. In the early 2000’s you could download driver updates off Creative’s website for their stuff, but if you lost the original driver CD you, you had to find drivers elsewhere.
There was a story of how some guy patched their binary driver to fix a long outstanding bug and at the same time discovered that it was trivial to upgrade the sound card by tweaking the driver and of course Creative got all hostile.
My brother had their WoW headphones and it had a bug where the mic would get progressively softer the longer he was using Ventrillo or Skype and he would have to periodically jump off and back onto the call.
Generic motherboard audio by the mid 90’s was for most purposes as good as Creative stuff, but Creative used patents to artificially keep them from being better, while not making amazing stuff themselves.
When Vista deprecated hardware accelerated audio in Windows and Creative labs moaned about it, I had zero sympathy.