The Anatomy of a Sound Review (User Experience)

The factors included in an end user experience are much more straight-forward than the technical electrical performance of audio hardware. Of course, they are highly interconnected. The listening experience and quality of audio recorded by hardware is a direct result of the electrical capabilities of the hardware as discussed in the previous section. Talking about listening on a qualitative level is very difficult, especially when trying to give others good advice about what to buy. We can sit here and say that: if a device with one set of numbers (dynamic range, THD, etc.) is played on $50000 speakers, it will sound different than a card with worse numbers. What we can't say is how great this difference will be (because the speakers will still likely introduce more distortion).

Random PC speakers are not going to show many differences unless a sound card is essentially broken.

Again, it's difficult to listen to hardware and know what you're hearing. Our approach was to listen to a track over and over and over on one device and then immediately switch to another in order to listen for differences. If there are any, we try to determine what they sounded like, and why they are there.

For high quality audio testing, we used Sony MDR-7509 studio monitors (open air headsets were evaluated, but since we're testing near computers, and henceforth noise, isolation was desirable). For surround and gaming testing, we used Logitech Z-5300 speakers.

This brings us past audio quality and into something that AnandTech readers will be familiar with: performance. We tested how many direct sound channels that we can run (and at what CPU overhead). We will also look at how much of a performance hit it is to enable audio in Unreal Tournament 2004. We had run numbers for Doom 3 as well, but the fact is that there just isn't a performance difference - these newer games are simply too bound in other areas to exhibit any performance difference on different audio cards.

We also need to look at audio API support. As Creative is the mover and shaker in the industry, they bully most companies into using their EAX for audio in some way or another. For example, they forced Id to incorporate EAX into Doom 3 by leveraging John's "Carmack's Reverse" shadowing algorithm against him - Creative holds the patent on depth fail stencil shadows through 3DLabs. Then there's Sensaura, which Creative now also owns. The latest versions of Sensaura include support for EAX 2.0. In our look at Unreal Tournament 2004, we will see performance under software 3D, hardware 3D using OpenAL, and hardware 3D + EAX.

We like the idea that Id has in playing audio straight to surround channels through DirectX. You get better results than using DS3D (or any other 2 channel) positional audio and it's more accurate than upmixing using features like Creative's CMSS 3D. When actually creating true surround sound, the developer has full control, and since Id did it with no performance hit, there's obviously more than enough CPU power to go around these days for doling out audio. Of course, in implementing audio this way, the game developer must give up the comfort of the built APIs and the HRTF (head related transfer functions) that they implement, and build a sound engine to keep track of everything themselves. The major problem of implementing real positional sound then becomes lack of convenience rather than lack of hardware power.


The Anatomy of a Sound Review (Electrical Analysis) The Cards
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  • REMF - Thursday, February 3, 2005 - link

    i would like to see how the Via envy24 cards stack up against the newer Realtek 880 and C-media HD chips, as well as against CL gear.
  • bbomb - Thursday, February 3, 2005 - link

    Please read his remarks before you go off crying that this round up sucks and you didnt do this card or that card. Read some of the comments in the commetns section and Dereks response before you spew out the same crap someone else has.

    He stated 6 posts above you soupy that these were done to creat a refrence point for each segment for future reviews of sound cards.

    Perhaps you should remove the roundup part of the article title Derek.
  • ElFenix - Thursday, February 3, 2005 - link

    i'll stick with the santa cruz for a while longer, i guess.
  • Damien - Thursday, February 3, 2005 - link

    I was surprised to not see the nForce 4 compared, given that it is one of the newest onboard sound components to support the latest gravy.

    Damien
  • soupy - Thursday, February 3, 2005 - link

    no EMU cards? (0404, 1212). Those are some really hi-fidelity cards this review should've included. And yeah, there really has to be a good, solid sound system for reviews like these to be based on. All in all, this roundup was pretty bad.
  • ProviaFan - Thursday, February 3, 2005 - link

    #15 - Aardvark is dead. Sadly, because they made some good stuff, but they're not around any more, which means no driver updates, etc. :(

    For pro cards, you could try the MOTU 828mkII (maybe throw in a 24I/O or HD192 on the high end if you're going to cover that segment), the Presonus Firepod, and whatever Digidesign sells in that price range (comments on the Protools software would be required also if you're going to do that ;). If you wanted to go really high end, you could look at some Apogee D/A and A/D's... :D
  • Jigglybootch - Thursday, February 3, 2005 - link

    I'm surprised there was no E-mu 0404 reviewed. It goes for about the same price point as a plain Audigy 2 ZS, but blows it away in every category.

    Also surprised by no Revolution 7.1/5.1 review.
  • segagenesis - Thursday, February 3, 2005 - link

    #19 - I second that. However, I have not seen (or rather havent looked hard enough?) something since the soundstorm that does realtime AC3 out. And yes, please include at *least* the Revolution 7.1 in a future review. Maybe you should thrown in your stock AC97 on most boards you see now (Realtek 6 channel, not Intel HD Audio) just to show the difference between them and a $100+ card.

    I also fail to see the real benefit of Creative cards and hardware 3D audio when to me its always sounded like the game is in a cave or some other overdone (or underdone!) effect. Ok maybe you get a few extra fps but I have always played games using Miles Fast 2D/3D audio without complaint.

    YMMV
  • mcveigh - Thursday, February 3, 2005 - link

    you really should have had something with the via envy 24 chipset in there. there are so many boards out with one of those variants. personally I would have liked to see M-audio (or who ever they are now) revo 7.1 AND 5.1 as the new 5.1 is supposed to have better DAC's I've heard.
  • EddNog - Thursday, February 3, 2005 - link

    Mr. Wilson, please don't forget to mention the importance of bypassing the Kmixer resample stage. ;-)

    With even a merely decent system, the difference is obvious.

    -Ed

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