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.
> 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.
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.
> 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.
If I remember correctly it was a SB Live's drivers that kept on crashing playing Quake 3 on my dual Celeron 533 MHz setup (Abit BP6).
Had some mails going back and forth with the Creative support about this specific multi CPU setup and they rejected fixing their drivers because it totally was a niche back then. 18 year old me swore to never buy Creative again and I did so. Today I agree with the support's response but it quite upset me back then.
The moment average 16 bit DAC become cheap and games stopped using builtin synths/MIDI it was over, CPUs were fast enough that offloading audio was not a big deal any more and anyone could make good enough one. EAX was fun gimmick but exclusivity probably hurt the idea in the end
I had a coworker who was very loud about how most of the perceived instability of Windows was actually kernel panics caused be Creative’s godawful windows drivers.
My counter was that while it’s true that Creative Labs is garbage and so is everyone who works there, that’s doesn’t excuse the fact that Windows’ popularity hinged substantially on a permissive driver model and therefore any crashes of Windows allowed by this decision were equally Microsoft’s responsibility. You don’t get to reap the rewards and disavow the blame for the consequences.
I still remember the immersive positional audio from using a Soundblaster while playing Thief The Dark Project in the 90's. Nothing short of amazing! Kudos to the Looking Glass Studios for taking advantage of the technology to its full potential
Setting up the audio propagation in the Thief level editor is super tedious but it’s hard to argue with the results. You draw “Room brushes” (basically boxes) to encompass space and sound will propagate across where they intersect with each other. An Environmental audio setting is applied to a room brush and will be applied to all the audio heard by the player when inside the room brush.
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.
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!
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.
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.
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.
I think there aren't enough folks (including me) with sophisticated enough speaker setups to take advantage of it, limiting the market.
There's only so much you can do with just a left and right speaker and MAYBE a sub.
That said, it does seem like there's new interest in spatial audio, so we'll see. Maybe with some spatial audio headphones, and especially if they add head-tracking so that a sound to your left moves relative to your head (and stationary relative to your body) as you turn your head to face it.
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 :-(.
I came here to say this. Creative did more to set back audio in video gaming than anyone other company. It boggles my mind that they killed Aureal through unsuccessful but costly-to-defend litigation, bought its assets in bankruptcy, and proceeded to do absolutely nothing with A3D.
This 1000x - Aureal and their A3D tech was amazing.
I remember ages ago when it was new, my brother and I were shoveling snow for people to get pocket money to upgrade our PC. We settled on a Turtle Beach Montego II and I adored the thing.
Of course, it was short lived since the update in Windows driver model, and the bankruptcy of Aureal, ended things.
I actually got into retro computing a few years ago and got another Montego II off Ebay cheap and I have to say, the magic is still there.
Frankly, playing something like the original Unreal is my favorite example of a vintage experience that I can't replicate any other way - 3DFX Glide has an aesthetic and responsiveness that's hard to match, analog ps/2 keyboard and mouse with no latency, VGA CRT monitor, Aureal A3D audio with some headphones.
It's a singular experience that is impossible to replicate today. And I love it.
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.
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.
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...
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.
>> I look back fondly to kid years when I took shots in the dark with IRQ and DMA settings on my boot diskette
I look back on this fondly. I got some weird brand of soundcard that claimed SB-compatibility but was clearly different. I felt so proud the first time I got sound out of a game and no crashes. The same card was supported very well by Windows 95 a few years later.
My dad had an office PC that I secretly put a sound card and graphics card in. He would have gone mad if he knew I had done that to his work machine! I had very little idea what I was doing, but firing up Carmageddon 2 and having it run buttery smooth is something that sticks in my mind still.
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).
I bought a _lot_ of Creative Labs products over my pre-teen and teen PC building years. Saving up to get the SB2 or the AWE32 or the AWE64 or SBLive... so that I could eventually get something that supported 4.1 for my Cambridge Soundworks FPS2000 kit that I got... (mentioned elsewhere in the comments here).
This was really the primary way to get any sort of good sound. And when it came time to upgrade my computer late last year to an AM5 chipset, I realized that my Klipsch 5.1 system wasn't going to cleanly plug into the on-motherboard outputs. You have to split and use your front panel audio out in order to feed the rear channel, which is kludgy and stupid, so off I went again, and found I could still buy a Sound Blaster: this time, the AE-7. It's been pretty reliable, has a little volume knob/input guy for my headset, and the desktop software and drivers aren't as nightmarish as the internet had led me to believe they'd be, even on Windows 11.
It did lead me down this path of wondering how CL was doing nowadays, so it's funny to come across this piece outlining their history in detail and where they are today.
I used a CL USB dac for a while... it died after about a year... I've got cheap $10 (not CL) models that work as well and have lasted far longer. I thought the CL/SB model would be a better option, it wasn't.
I have a very distinct memory of going to a local independent PC shop with my dad to buy a Sound Blaster 16 for my PC back in 1994. It's odd because I have a really poor memory and don't actually remember much from my childhood,but my brain decided buying a sound card was worth holding on to. I don't remember my dad installing it or what games I first experienced that glorious SB16 sound with, just buying the thing. That said it was probably Doom. I still have that SB16 in its box somewhere.
I first met Sim Wong Hoo as a teenager while working at Funan Center, just before he launched the Cubic 99 PC (a failed product, which later inspired the Sound Blaster).
A genuinely down-to-earth person. An engineer’s engineer, somewhat like the Woz. If he had only found his "Steve Jobs", someone who had the vision and marketing savvy, Creative would be have a been major tech player.
When the Ipod launched, Apple sold "U2 Special Edition" ones that had the band's autographs etched to the back.
Guess what Creative did for the launch of their Zen mp3 players (supposed iPod killers)? 10 limited edition ones autographed by CEO Sim Wong Hoo.
Like "Who cares about U2 and other artistes (admittedly there were few famous ones in SG then) right? We've got a special one signed by our CEO!"
The person who thought of this should have been fired and condemned to never work in marketing ever again.
> 10 limited edition ones autographed by CEO Sim Wong Hoo. Like "Who cares about U2 and other artistes (admittedly there were few famous ones in SG then) right? We've got a special one signed by our CEO!" The person who thought of this should have been fired and condemned to never work in marketing ever again.
Honestly, having the decision between a "U2 Special Edition" and "CEO-signed Special Edition", I would without hesitation (all other things equal) choose the latter one.
A great middle finger to all this musical band fandom, and the hypocrisy of lots of insanely commercially successful musicians who claim that they do this all for the love of music instead of love for money (just to be clear: there exist lots of indie bands for which I immediately do believe their love for music, but these bands are nearly always far too unknown to be suitable for being poster children for selling MP3 players).
No need to mention that I love this kind of marketing. I guess I sometimes have a non-mainstream taste. :-)
Worth to note those Creative devices were not sold, they were given away as a prize in a contest.
And it wasn't a total of 10 units, the winner received a collector's package with ALL TEN autographed Creative "Zen Micro" , one in each color available. 2nd~10th place won one "normal" Zen Micro respectively.
Frankly, could be worse. Imagine being a teenager back then and winning 10 MP3 players...
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.
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.
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.
If I remember correctly it was a SB Live's drivers that kept on crashing playing Quake 3 on my dual Celeron 533 MHz setup (Abit BP6). Had some mails going back and forth with the Creative support about this specific multi CPU setup and they rejected fixing their drivers because it totally was a niche back then. 18 year old me swore to never buy Creative again and I did so. Today I agree with the support's response but it quite upset me back then.
The moment average 16 bit DAC become cheap and games stopped using builtin synths/MIDI it was over, CPUs were fast enough that offloading audio was not a big deal any more and anyone could make good enough one. EAX was fun gimmick but exclusivity probably hurt the idea in the end
My counter was that while it’s true that Creative Labs is garbage and so is everyone who works there, that’s doesn’t excuse the fact that Windows’ popularity hinged substantially on a permissive driver model and therefore any crashes of Windows allowed by this decision were equally Microsoft’s responsibility. You don’t get to reap the rewards and disavow the blame for the consequences.
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.
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.
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.
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.
There's only so much you can do with just a left and right speaker and MAYBE a sub.
That said, it does seem like there's new interest in spatial audio, so we'll see. Maybe with some spatial audio headphones, and especially if they add head-tracking so that a sound to your left moves relative to your head (and stationary relative to your body) as you turn your head to face it.
Deleted Comment
I remember ages ago when it was new, my brother and I were shoveling snow for people to get pocket money to upgrade our PC. We settled on a Turtle Beach Montego II and I adored the thing.
Of course, it was short lived since the update in Windows driver model, and the bankruptcy of Aureal, ended things.
I actually got into retro computing a few years ago and got another Montego II off Ebay cheap and I have to say, the magic is still there.
Frankly, playing something like the original Unreal is my favorite example of a vintage experience that I can't replicate any other way - 3DFX Glide has an aesthetic and responsiveness that's hard to match, analog ps/2 keyboard and mouse with no latency, VGA CRT monitor, Aureal A3D audio with some headphones.
It's a singular experience that is impossible to replicate today. And I love it.
Also, from the article, the nomad mp3 - now that’s a blast from the past.
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.
It’s the address (in I/O space, separate from memory space) which the CPU can read/write to communicate with the sound card.
https://en.wikipedia.org/wiki/Game_port
I look back on this fondly. I got some weird brand of soundcard that claimed SB-compatibility but was clearly different. I felt so proud the first time I got sound out of a game and no crashes. The same card was supported very well by Windows 95 a few years later.
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).
This was really the primary way to get any sort of good sound. And when it came time to upgrade my computer late last year to an AM5 chipset, I realized that my Klipsch 5.1 system wasn't going to cleanly plug into the on-motherboard outputs. You have to split and use your front panel audio out in order to feed the rear channel, which is kludgy and stupid, so off I went again, and found I could still buy a Sound Blaster: this time, the AE-7. It's been pretty reliable, has a little volume knob/input guy for my headset, and the desktop software and drivers aren't as nightmarish as the internet had led me to believe they'd be, even on Windows 11.
It did lead me down this path of wondering how CL was doing nowadays, so it's funny to come across this piece outlining their history in detail and where they are today.
A genuinely down-to-earth person. An engineer’s engineer, somewhat like the Woz. If he had only found his "Steve Jobs", someone who had the vision and marketing savvy, Creative would be have a been major tech player.
Honestly, having the decision between a "U2 Special Edition" and "CEO-signed Special Edition", I would without hesitation (all other things equal) choose the latter one.
A great middle finger to all this musical band fandom, and the hypocrisy of lots of insanely commercially successful musicians who claim that they do this all for the love of music instead of love for money (just to be clear: there exist lots of indie bands for which I immediately do believe their love for music, but these bands are nearly always far too unknown to be suitable for being poster children for selling MP3 players).
No need to mention that I love this kind of marketing. I guess I sometimes have a non-mainstream taste. :-)
And it wasn't a total of 10 units, the winner received a collector's package with ALL TEN autographed Creative "Zen Micro" , one in each color available. 2nd~10th place won one "normal" Zen Micro respectively.
Frankly, could be worse. Imagine being a teenager back then and winning 10 MP3 players...