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PC Peripherals for Technicians

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1 PC Peripherals for Technicians
Mar 1998 PC Peripherals for Technicians Chapter 4 Digital Audio Systems Manufacturing Training and Employee Development Copyright © 1998 Intel Corp. Rev 2.0 Sys MFG Training/Employee Development

2 PC Peripherals for Technicians
Mar 1998 Digital Audio OBJECTIVES: At the end of this section, the student will be able to do the following: Describe the fundamental components of a Digital Audio subsystem and PC Audio standards. Discuss A/D, D/A, & sampling parameters. Explain the basic functions of an Audio Adapter. CODECs, MIDI, FM synthesis & Wavetables, and the game port. Describe an example Audio Sub-system block diagram and the Audio specific external signals. Discuss audio testing and troubleshooting. Rev 2.0 Sys MFG Training/Employee Development

3 PC Peripherals for Technicians
Mar 1998 Trademark notice Many of the designations used by manufactures and sellers to distinguish their products are claimed as trademarks. The following are trademarks of their respective companies. IBM, IBM PC, PC/XT, PC/AT - IBM MS-DOS and Windows Sound System - Microsoft Sound Blaster - Creative Labs MPU Roland Corporation OPL - Yamaha All other product names not listed here but mentioned in this material may be trademarks and/or registered trademarks of their respective companies. Rev 2.0 Sys MFG Training/Employee Development

4 Audio Subsystem Overview
PC Peripherals for Technicians Mar 1998 Audio Subsystem Overview The frequency span of the human ear response is traditionally assigned from 20 Hz to 20 KHz The human ear is the most sensitive around 1 KHz. Before digital computers can process audio, the analog signal must be converted into a digital signal. By stringing together a series of bytes that each represent a different voltage level, the waveform of a sound is emulated. Both Analog to Digital and Digital to Analog converters are used to change the signals to and from a format that can be manipulated. A device containing both Analog to Digital and Digital to Analog converters is known as a CODEC. Rev 2.0 Sys MFG Training/Employee Development

5 Audio Subsystem Overview
PC Peripherals for Technicians Mar 1998 Audio Subsystem Overview Most Audio Adapters contain the following: The “Digital Audio” section (CODEC) to play & record sounds (often stored in WAVE files on the PC). The FM Synthesis and Wavetable section to electronically generate sounds. A Musical Instrument Digital Interface port to play scores on a synthesizer and to provide for external MIDI in/out. A game port for reading the status of the joystick buttons and the position of the joystick axis. An analog mixer to mix signals from different sources and provide software volume control. An analog Power Amplifier to drive headphones/speaker. A CD Interface that is typically not used in PCs. Rev 2.0 Sys MFG Training/Employee Development

6 Audio Subsystem Overview
PC Peripherals for Technicians Mar 1998 Audio Subsystem Overview *Note: These sections will be covered in some detail later in this chapter. *JOYSTICK PORT *CODEC, A/D, D/A CD INTERFACE POWER AMP BUS CHIP RECORD & PLAYBACK MIXER ISA SPKR CD-ROM DRIVE *MIDI PORT *FM SYNTHESIZER SOUND DATA CONTROL COMMAND/ DATA CD IN (Stereo) LINE IN PC-SPKR (Mono) LINE-OUT MUSIC SYNTH. MIC IN AGC *OPTIONAL WAVETABLE Rev 2.0 Sys MFG Training/Employee Development

7 Audio Subsystem Overview - History
PC Peripherals for Technicians Mar 1998 Audio Subsystem Overview - History PC Speaker PIT Timer 2 output generates a square wave of a given frequency--low quality sound with a lot of CPU overhead. Adlib First sound card: 8-bit CODEC; Yamaha OPL FM Synthesizer. Sound Blaster Adlib compatible; 8-bit; Play only; FM Synth; MIDI interface. SB Pro, SB16, AWE32, AWE64 developed later. SB Pro (Stereo 1992) - de facto standard for DOS games. WSS (Windows Sound System) 16-bit; Play & Record; FM Synth; MIDI. Note: MPC, MPC2, MPC3 denote Minimum Multimedia PC system hardware requirements MPC2 is similar to WSS standard. MPC3 requires a Pentium and a 4x CD-ROM. Rev 2.0 Sys MFG Training/Employee Development

8 PC Peripherals for Technicians
Mar 1998 PC Audio Standards Sound Blaster Most PC audio applications and games have been developed to use the Sound Blaster (manufactured by Creative Labs) as the audio "device" within the PC. In the same way the IBM AT defined compatibility in the PC space, the Sound Blaster defines compatibility in the sound card space. The Sound Blaster "standard" includes the specification of a certain set of programmable registers. Sound Blaster compatibility has become the de facto standard for PC audio applications. A de facto standard has not been approved by a standards organization but is widely used and recognized by the industry as being standard. Rev 2.0 Sys MFG Training/Employee Development

9 PC Peripherals for Technicians
Mar 1998 PC Audio Standards Windows Sound System (WSS) WSS is a 16-bit board which provides 44.1kHz stereo record/play with FM synthesis for DOS game support in a DOS window WSS added new features to the audio applications in Windows 3.1 and integrated a collection of Windows sound handling utilities. The features includes: Voice Pilot - Limited voice recognition allows substitution of voice input for some keyboard input. The ProofReader feature reads aloud the numbers in spreadsheets so that numbers can be verified without the aid of another person. Rev 2.0 Sys MFG Training/Employee Development

10 PC Peripherals for Technicians
Mar 1998 PC Audio Standards The WAVE file specification The native digital audio format for storing sound in files developed jointly by Microsoft and IBM. Support for WAV files was built into Windows 95 making it the de facto standard for sound on PCs. A file is created while the digital audio is being recorded and is stored on the Hard Drive (e.g.-startup.wav) Files storing digitally sampled audio tend to be large. Wave files use up 10 MEG of HD space for every minute of a 16-bit stereo digital audio track recorded at 44.1Khz. The WAVE file specification has a format section (sample rate & width, stereo, etc.) followed by the data section The WAVE specification also supports a number of different compression algorithms (e.g. ADPCM, A-law, mu-law). Rev 2.0 Sys MFG Training/Employee Development

11 PC Peripherals for Technicians
Mar 1998 A/D and D/A Conversion The basic sound generation operation (play) is to convert the value represented by bytes into a voltage. A Digital to Analog Converter (DAC or D/A) converts numeric values to an analog voltage which can drive a loudspeaker. The basic sound recording operation (record/capture) is to convert a voltage level into a byte value. An Analog to Digital Converter (ADC or A/D) converts voltages corresponding to analog sound waves into digital values which can be stored in memory. The process of A/D conversion is known as sampling. Rev 2.0 Sys MFG Training/Employee Development

12 Analog-to-Digital Conversion
PC Peripherals for Technicians Mar 1998 Analog-to-Digital Conversion Digital Output Code (Binary) 111 110 101 100 011 010 001 000 -F.S. +F.S. Analog Input (Volts) 3-bit ADC ADC An ADC maps a continuously changing analog signal into discrete steps which are each represented by a digital code. The signal can then be stored in digital form. The process of A/D conversion is known as sampling. "sample" refers to a single output value from an ADC. A motion picture is a good example of sampling--the seemingly continuous motion is made up of a series of discrete-time images. Analog-to-Digital (Record/Capture) Rev 2.0 Sys MFG Training/Employee Development

13 Digital-to-Analog Conversion
PC Peripherals for Technicians Mar 1998 Digital-to-Analog Conversion TIME 6 5 4 3 2 1 -1 -2 -3 -4 -5 -6 AMPLITUDE DAC Analog Filter Output Digital Audio Data Digital-to-Analog (Play) A Digital-to-Analog converter generates an analog signal which is representative of a digital word. A DAC converts a series of multi-bit digital words to an “equivalent” analog representation of the signal. The width of each “step” in the staircase waveform is defined by the sample period and the amplitude defined by the digital word. Rev 2.0 Sys MFG Training/Employee Development

14 A/D and D/A Conversion - Sampling
PC Peripherals for Technicians Mar 1998 A/D and D/A Conversion - Sampling Sampling parameters affect the quality of the sound which can be reproduced from the recorded signal. Sound cards commonly use an 8 or 16 bit sample size at sampling rates from 4K to 44K samples per second. Sample size is the number of bits per sample (8 or 16) The larger the size of the sample (which is also known as resolution or precision), the more granular the scale and the more accurate the digital sampling. 8-bit resolution is adequate for speech and simple sounds. 16-bit samples are used for complex audio, such as music. The Sampling rate is the number of samples made per unit of time and limits the highest frequency than can be stored (e.g. samples per second: KHz) Rev 2.0 Sys MFG Training/Employee Development

15 A/D and D/A Conversion - Sampling
PC Peripherals for Technicians Mar 1998 A/D and D/A Conversion - Sampling The Nyquist theorem shows that the highest frequency that can be stored in a sampled signal is at most 1/2 of the sampling frequency. The higher the sample rate, the closer they are represented in digital form and the better the quality (and the more disk space is consumed). Some common sampling rates are: 8000: A telephony standard Twice the 4KHz required for full spectrum of the human voice. 44100: The CD sampling rate. Audio CD's are sampled at 44.1KHz for hi-fi playback; slightly more than double the 20KHz frequency a person can hear. Note that sampling rates are always measured per channel, so for stereo data recorded at 8000 samples/sec, there are actually samples in a second. Rev 2.0 Sys MFG Training/Employee Development

16 Audio Adapter Functions
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions *Note: These sections will now be covered in more detail. *JOYSTICK PORT *CODEC, A/D, D/A (Linear, A-law, mu-law, ADPCM) CD INTERFACE POWER AMP BUS CHIP RECORD & PLAYBACK MIXER ISA SPKR CD-ROM DRIVE *MIDI PORT *FM SYNTHESIZER SOUND DATA CONTROL COMMAND/ DATA CD IN (Stereo) LINE IN PC-SPKR (Mono) LINE-OUT MUSIC SYNTH. MIC IN AGC *OPTIONAL WAVETABLE Rev 2.0 Sys MFG Training/Employee Development

17 Audio Adapter Functions
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions There are two basic audio functions that most PC audio applications rely upon a Sound Card to provide. The “Digital Audio” section and the Synthesizer section. The “digital audio” section uses the CODEC to play & record sounds (often stored in WAVE files on the PC). Note: A CODEC is sometimes called a DSP (Digital Signal Processor), but the Sound Blaster DSP chip is very limited when compared to "true" DSP chips.  FM Synthesis & sampling from a Wavetable are two ways to synthesize (electronically generate) sounds. FM Synthesis allows not only emulating traditional sounds, but also generating completely new sounds. Wavetable Synthesis replaces FM synthesis with authentic sounds that are derived from the actual source. Rev 2.0 Sys MFG Training/Employee Development

18 Audio Adapter Functions - CODEC
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - CODEC A Coder & Decoder packaged together are a CODEC. An A/D converter that produces binary codes from analog input signals is called a CODer. The D/A converter that converts a digital input signal to an analog signal is called a DECoder. Common functions of the CODEC are: Stereo Analog-to-Digital & Digital-to-Analog conversion. Real-time compression/decompression. Interpreting Sound Blaster, WSS, & MIDI commands. The “Digital Audio” section of an Audio Adapter uses the Codec for playing back voice & sound effects, and also for recording "digital audio tracks". Rev 2.0 Sys MFG Training/Employee Development

19 Audio Adapter Functions - CODEC
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - CODEC The A/D converters used in CODECS are often non-linear and compress the signal (typically 4:1 or less). PCM and ADPCM are common compression algorithms. PCM (Pulse Code Modulation) is a technique for converting analog signals into digital form. Mu-law or u-Law (America) and A-law (Europe) are common non-linear, compressed (8-bit) PCM formats. Adaptive Differential PCM produces a lower bit rate (4-bits) by recording only the difference between adjacent samples. A type of lossy compression used when the reconstructed signal does not have to be identical to the original signal. The D/A in the CODEC is nonlinear in the reverse manner and “expands” the signal to produce a representation of the original waveform. Rev 2.0 Sys MFG Training/Employee Development

20 Audio Adapter Functions - CODEC
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - CODEC The “Digital Audio” PLAY process that occurs is: The program sends commands & digitized samples (e.g. wave files) to the registers on the Sound Card. Digital Audio data is often stored in Windows' WAV files, which store complete pictures of audio waveforms. The Sound Card recognizes the commands and sends the samples to a DAC for actual playback. If the samples are ADPCM encoded audio, the CODEC "decompresses" the sample and sends it to the DAC. RECORD function works in the reverse of playback. While the analog audio is being recorded, the ADC creates digital values representing the audio--the longer the recording, the more digital values are created. Rev 2.0 Sys MFG Training/Employee Development

21 Audio Adapter Functions - MIDI
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - MIDI Musical Instrument Digital Interface MIDI (“middy”) is a music-industry hardware & software protocol for the interchange of information between musical instruments, synthesizers and computers. Audio adapter cards play MIDI scores on a synthesizer and have an interface for external MIDI in/out. An advantage of generating sound with MIDI rather than using sampled audio (*.wav) is storage space. A wave file consumes more than 10MB of disk space per minute versus ~10KB for an equivalent MIDI file. Since digital audio takes up a lot more disk space than MIDI data, game software typically uses MIDI to play the background (instrumental) music. Rev 2.0 Sys MFG Training/Employee Development

22 Audio Adapter Functions - MIDI
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - MIDI A MIDI file does NOT contain sampled audio data, but only the instructions to play the sounds. MIDI information tells a synthesizer which notes to play, on what instruments, and when to start and stop playing a note (MIDI is to music, what text is to speech). Pitch, length, volume & optionally additional characteristics such as attack & decay. The events sent over a MIDI bus can also be stored as MIDI files for later editing and playback. “Media Player" software can play MIDI sound files. Creating & modifying MIDI files requires a software application called a MIDI sequencer that allows for the composition, editing and playback of MIDI data. Rev 2.0 Sys MFG Training/Employee Development

23 Audio Adapter Functions - MIDI
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - MIDI Sound Cards also contain a MIDI Interface with the external MIDI in/out signals wired to the joystick port. The external MIDI interface converts parallel data from the PC data bus into serial MIDI data and vice versa. The MIDI data is a unidirectional asynchronous bit stream at Kbits/sec (a start bit, 8 data bits, and 1 stop bit). MIDI cables carry commands, not audio signals. Note: It is not very common to have a device connected to the IN port of a computer MIDI interface. MPU-401 is the MIDI standard from Roland Corporation that has become the de facto interface for connecting a personal computer to a MIDI device. Rev 2.0 Sys MFG Training/Employee Development

24 Audio Adapter Functions - FM Synthesis
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - FM Synthesis PC audio applications also rely upon a Sound Card to provide the Synthesizer function. The traditional & most predominant form of sound card music synthesis is Frequency Modulation (FM). FM Synthesis allows not only emulating traditional sounds, but also generating completely new sounds. FM Synthesis was used by the first sound boards (e.g. AdLib & Sound Blaster) and early computer games that were written before wavetable synthesizers appeared. FM is an integral part of Sound Blaster compatibility On most Sound Blaster compatible cards, FM synthesis is accomplished with a Yamaha OPL(x) synthesizer chip. The OPL3 has become the de facto standard. Rev 2.0 Sys MFG Training/Employee Development

25 Audio Adapter Functions - FM Synthesis
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - FM Synthesis FM synthesis produces music from MIDI files played by manipulating various oscillators to roughly emulate the sounds of instruments. Applications specify how a wave form is to be modulated to create a specific sound by writing FM parameters directly to hardware registers (e.g. 388h-38Bh). FM synthesis involves modulating a sine wave with other sine waves to create a more complex wave form. Each FM voice requires a minimum of 2 signal generators. The more operators, the more satisfactory the synthesis. Note: SB32 and similar cards have 32 voices not 32 bits. FM synthesized sound has an electronic quality without any of the complex harmonics of natural instruments. Rev 2.0 Sys MFG Training/Employee Development

26 Audio Adapter Functions - Wave Table
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - Wave Table Wavetable Synthesis replaces FM synthesis with authentic sounds derived from the actual source. Wavetable is supported by new game software. Wave-table synthesis uses digitally sampled sounds of real instruments stored in ROM. The sample memory contains sampled sound segments, and can be thought of as a "table" of sound waveforms which may be looked up and utilized when needed. Wavetable systems employ techniques to reduce the memory needed to store the sound samples and produce more types of sounds from a given amount of memory. Stores only a short segment of the attack & sustain sections of waveform, and then loops this segment during playback. Rev 2.0 Sys MFG Training/Employee Development

27 Audio Adapter Functions - Wave Table
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - Wave Table Wave-table synthesis plays the sample when instructed by a program, which also contains the information for changes in duration, pitch, etc. e.g. - Stored “D” note sample for a particular instrument is changed to flat or sharp. Wave Table requires extra hardware and a 1-4 MB ROM to store the actual samples of instruments. Some boards also contain DRAM (typically <32 Mbyte) Allows you to replace a factory supplied sample with one of your own--RAM can also be used for echo & reverb effects. Wavetable is often an option due to the extra cost. Some boards include a connector for a daughter card, which allows upgrade to wavetable abilities (e.g. Creative Labs Wave Blaster card). Rev 2.0 Sys MFG Training/Employee Development

28 Audio Adapter Functions - Game Port
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - Game Port The connections on the DB15S connector are as follows: Pin Used for Notes (Joystick typically at Port 200 or 201) 1 Plus 5 Volt 2 Joystick 1 Bit 4 - Button A 3 Joystick 1 Bit 0 - X coordinate 4 Ground 5 Ground 6 Joystick 1 Bit 1 - Y coordinate 7 Joystick 1 Bit 5 - Button B 8 Plus 5 Volt 9 Plus 5 Volt 10 Joystick 2 Bit 6 - Button A 11 Joystick 2 Bit 2 - X coordinate 12 Midi out or ground (MIDI is connected to unused pins ) 13 Joystick 2 Bit 3 - Y coordinate 14 Joystick 2 Bit 7 - Button B 15 Midi in or Plus 5 Volt (MIDI is connected to unused pins ) Rev 2.0 Sys MFG Training/Employee Development

29 Audio Adapter Functions - Game Port
PC Peripherals for Technicians Mar 1998 Audio Adapter Functions - Game Port A Game Port supports 2 Joysticks & a MIDI interface. The game port is used for reading the status of the joystick buttons and the position of the joystick axis. Joystick buttons status is determined by reading appropriate bit (7-4) at the joystick port (0=the button is pressed). The shaft of the joystick is attached to 2 potentiometers (X and Y coordinates). The game port adapter connects the potentiometers to 555 timers that have outputs read at Port 200 (bits 3-0). Reads from Port 200 are immediately preceded by a write of any data to Port 200 which starts the timers. The position of the joystick axis is read by tracking the time that it takes for an X or Y bit to change logic levels. BIOS INT 15H Function 84H provides these services. Rev 2.0 Sys MFG Training/Employee Development

30 Audio Subsystem - Interface
PC Peripherals for Technicians Mar 1998 Audio Subsystem - Interface Before any accesses to CS4232 by the host computer, the internal registers of the CS4232 must be programmed via a PnP configuration sequence. Plug And Play is a mechanism which auto detects ISA card needs and allocates system resources. Systems that use PnP usually have a PnP BIOS, though an operating system can contain PnP software also. A PnP BIOS will contain data such as the Device ID (e.g CS4232) and the I/O address, IRQ, & DMA requirements. This Extended System Configuration Data (ESCD) is located in the FLASH BIOS. ESCD at EA000h or ED000h on some systems. Rev 2.0 Sys MFG Training/Employee Development

31 Audio Subsystem - Interface
PC Peripherals for Technicians Mar 1998 Audio Subsystem - Interface Note: The part is isolated from the bus until PnP sequence completed. POST must have reached 8C using AMI BIOS to be able to access the device. The PnP configuration sequence starts on power-up. All PnP devices are inactive and monitor I/O address 279h waiting for a PnP initialization key. All PnP devices go into configuration mode and each device’s required resources are read by the BIOS. Once requirements have been determined and resource conflicts are resolved, the BIOS allocates address space, and DMA & IRQ channels to the device. After this is done, the CS4232 chip is enabled and may be utilized as required. Rev 2.0 Sys MFG Training/Employee Development

32 Audio Subsystem - Interface
PC Peripherals for Technicians Mar 1998 Audio Subsystem - Interface There are two mutually exclusive types of ISA access: Programmed I/O access I/O access is used to configure the CS4232 for a task (record, 8-bit playback, 16-bit playback, MIDI setup, etc.), DMA access Both Sound Blaster Pro and WSS use DMA to transfer data across the ISA bus during record and playback. The WSS can use any two of DMA channels 0,1 & 3 that includes sharing DMA 1 with the Sound Blaster. Note - DMA channels 5,6 & 7 are often used for 16-bit DMA when supported. An interrupt is generated at the end of each block transfer (e.g. IRQ5). Rev 2.0 Sys MFG Training/Employee Development

33 Audio Subsystem Example
PC Peripherals for Technicians Mar 1998 Audio Subsystem Example This section describes the Crystal CS4232 CODEC & the Yamaha OPL3 FM synthesizer Audio Sub-system which provide support for the major sound standards. The CS4232 integrates a codec, mixing capabilities, an MPU-401 UART, joystick logic, and interfaces for a music synthesizer and a CD-ROM The CS4232 provides compatibility with ISA Plug & Play, the Microsoft Windows Sound System, and will run software written to the Sound Blaster interfaces. The main components on the board consist of: The CS4232 multimedia CODEC, Yamaha OPL3 FM Synthesizer & CS4333 DAC, and various amplifiers. Note: Other motherboards may use more integrated chips instead of the CS4232, OPL3 & CS4333. Rev 2.0 Sys MFG Training/Employee Development

34 Audio Subsystem Example
PC Peripherals for Technicians Mar 1998 Audio Subsystem Example SD[7..0] SA[15..0] IRQ[3,5,7,9,10] DMA[0,1,3] CS4232 LLINE OUT RLINE OUT LLINE IN RLINE IN LMIC IN LINE OUT CONN LINE IN MIC IN GAMEPORT CS4333 OPL3 SERDAT CLOCK CD CONN RMIC IN FM_R FM_L MIDI IN MIDI OUT WAVE_R WAVE_L CD_R CD_L FM_D[7..0] 16.9 MHz 24.6 MHz 33.9 MHz ISA BUS INTERFACE FM SYNTH DAC CODEC & CTLR L & R EXT WAVE CONN JOYSTICK / 4 Rev 2.0 Sys MFG Training/Employee Development

35 Audio Subsystem Example
PC Peripherals for Technicians Mar 1998 Audio Subsystem Example The CS4232 has 5 internal physical devices: Sound Blaster Pro Compatible Interface: SB Codec IO Port F, IRQ5, DMA Channel 1 Windows Sound System Codec: WSS Codec IO Port h, IRQ5, DMA Ch 0 & Ch 1 Game Port (Joystick): IO Port 200h MPU-401 Midi Interface: IRQ9, IO Port h CS4232 Control Port: IO Port FF0-FF8h (Config. & Misc) The CS4232 has PnP support for two external devices. FM Synthesizer: IO Port B Yamaha OPL3L & CS4333 DAC--for FM sound generation . CD-ROM: usually not utilized--supported via the EIDE I/F Note: See documentation for other available options. Rev 2.0 Sys MFG Training/Employee Development

36 Audio Subsystem Example
PC Peripherals for Technicians Mar 1998 Audio Subsystem Example XTAL2I XTAL1I XTAL1O XTAL2O VREF REFFLT LFILT RFILT A/D Gain Mux Atten Mute D/A Monitor Serial Shift Serial I/F Control Record FIFO Linear u-Law A-Law ADPCM PlayFIFO ISA Bus Interface Plug & Play Codec Reg I/F Config IO IRQ DMA Decode Logic S SD<7:0> SA<11:0> IOR IOW AEN IOCHRDY DRQ LMIC RMIC LLINE RLINE LAUX1 RAUX1 LOUT (TO OP AMP) MOUT ROUT (TO OP AMP) RAUX2 LAUX2 MIN (PC SPKR.) OSCILLATORS CD-ROM Logic, or Upper Address Bits MPU-401 UART Joystick WSS, SBPRO Registers Synthesis E² PROM & MISC I/F 3 / / 4 4 JOYSTICK MIDI SCS SINT BRESET /8 /3 XIOW XIOR XD<7:0> XA<2:0> DACK SA<12:15> (CDROM) 6 12 8 MICROPHONE FM/WAVETABLE EXT LINE CD-ROM Rev 2.0 Sys MFG Training/Employee Development

37 Audio Specific Signal Description
PC Peripherals for Technicians Mar 1998 Audio Specific Signal Description Misc. Signals RESET: Typically connected to ISA bus signal RSTDRV. RESDRV initializes the chip and the registers will contain their reset values. The part will be isolated from the bus until the Plug and Play sequence is completed. Note: Most analog signals listed on the following pages are 1Vrms max centered around VREF. VREF-Voltage Reference, Output VREF is nominally 2.1 Volts DC. All analog inputs and outputs are centered around VREF. Rev 2.0 Sys MFG Training/Employee Development

38 Audio Specific Signal Description
PC Peripherals for Technicians Mar 1998 Audio Specific Signal Description Analog Inputs--The ADC input comes from a MUX that selects between Analog inputs (e.g. Line, Aux1, MIC). Note: Newer CODECs use a mixer instead of a multiplexer. LLINE-Left Line Input; RLINE-Right Line Input Typically used for Synthesis (FM or Wave Table). LMIC-Left Mic Input; RMIC-Right Mic Input Separate Gain adjustment circuit included. LAUX1-Left Auxillary #1 Input: RAUX1-Right Aux #1 Input Typically used for External Stereo Line inputs. LAUX2-Left Auxillary #2 Input; RAUX2-Right Aux #2 Input Typically for CDROM--not in record path in some chipsets. MIN-Mono Input General purpose analog input normally used to mix the speaker signal on most computers into the audio system. Rev 2.0 Sys MFG Training/Employee Development

39 Audio Specific Signal Description
PC Peripherals for Technicians Mar 1998 Audio Specific Signal Description Analog Outputs LOUT, ROUT -Left & Right Line Level Outputs Analog output from the mixer for the Left & Right channels Typically uses Op Amps on motherboard for amplification and impedance matching. These Op Amps often use a +/-12 VDC supply. MOUT-Mono Output Summed analog output of the left & right mixer outputs. Typically is connected to a speaker driver that drives the internal speaker in most computers MIDIOUT-MIDI Out Transmit Data, Output Sends MIDI data serially out to an external MIDI device. Connected to external Wavetable & Wavetable header. MIDIIN-MIDI In Receive Data, Input Receive serial MIDI data from an external MIDI device. Rev 2.0 Sys MFG Training/Employee Development

40 Testing & Troubleshooting Audio
PC Peripherals for Technicians Mar 1998 Testing & Troubleshooting Audio INTERNAL F M L/B EXTERNAL FM/CD L/B INTERNAL LINE EXTERNAL LINE L/B EXTERNAL MIC L/B MIDI L/B JOYSTICK SD[7..0] SA[15..0] IRQ[3,5,7,9,10] DMA[0,1,3] CS4232 LLINE OUT RLINE OUT LLINE IN RLINE IN LMIC IN JS MIDI IN MIDI OUT CONN MICIN MX L MX R CONN_LOUTR CONN_LOUTL LINE OUT CONN LINE IN MIC IN GAMEPORT / 8 CS4333 OPL3 SERDAT CLOCK FM/CD LOOPBACK RMIC IN FM_R FM_L WAVE_R WAVE_L CD_R CD_L FM_D[7..0] 16.9 MHz 24.6 MHz 33.9 MHz ISA BUS INTERFACE FM SYNTH DAC CODEC & CTLR Rev 2.0 Sys MFG Training/Employee Development

41 Testing & Troubleshooting Audio
PC Peripherals for Technicians Mar 1998 Testing & Troubleshooting Audio The recommended method of debug is to run all the tests using Testview/MTA, then use the debug hints provided to track down the problem. It is a good idea to compare signals with a known good board while stimulating with Testview. Note: Use the “/PLAY_FOREVER” switch in Testview to produce a continuous signal, rather than looping as with many other tests in MTA. Use the “/VERY_VERBOSE” switch for more detailed information on the test. DMA problems are usually related to the DMAC (PIIX) Using the ITP to debug audio is not recommended. Due to the complexity of Digital Audio, most ITP procs only read & write registers and do not check functionality. Rev 2.0 Sys MFG Training/Employee Development

42 Newer Technologies - 3D sound
PC Peripherals for Technicians Mar 1998 Newer Technologies - 3D sound 3D sound seems to originate in the three-dimensional space outside a listener's head. Stereo sound may be louder or softer in one ear, but the movement of the sound is generally restricted to a line between the ears. There are two kinds of 3D sound systems available 3D enhancement: sounds may be placed within a 180 degree arc around and in front of the listener. Sounds fill area around stereo speakers. 3D positional: sounds may be placed from one point of a 360 degree arc around the listener. Requires encoding/decoding at both ends. Rev 2.0 Sys MFG Training/Employee Development

43 Newer Technologies - 3D sound
PC Peripherals for Technicians Mar 1998 Newer Technologies - 3D sound 3D enhancement is designed to interpret sound the same way the human ear does. 3D enhancement works by using psychoacoustic phenomena called HRTFs (Head-Related Transfer Functions), which provide the brain with position clues about the location of an audio source. 3D enhancement uses those same clues to create realistic three-dimensional sound from two speakers. 3D enhancement works with any existing recorded material; mono, stereo, surround encoded or other encoding technologies. 3D enhancement is not required in the recording process. Rev 2.0 Sys MFG Training/Employee Development

44 Newer Technologies - AC '97
PC Peripherals for Technicians Mar 1998 Newer Technologies - AC '97 The Audio Codec (AC) '97 specification outlines a revolutionary new approach to providing PC sound. Unlike today's sound boards, which use proprietary codecs & DSP chips, the AC '97-compliant audio circuitry will be transparent to the O/S & system hardware. The architecture enables digital controllers to reside on any bus, including PCI, USB, 1394, and ISA. AC '97 divides functionality between 2 discrete modules. A DSP-like digital controller is relieved of the complexities of high-fidelity linear circuitry. Eliminating interference between analog & digital signals reduces on-chip noise, increasing quality of the audio output. An audio codec chip converts the digital data into an analog signal that can be sent to speakers. Rev 2.0 Sys MFG Training/Employee Development

45 PC Peripherals for Technicians
Mar 1998 REVIEW & SUMMARY WE HAVE DISCUSSED THE FOLLOWING: Fundamental components of Digital Audio. CODECs, MIDI, FM synthesis & Wavetables, and the game port. (CD-ROM I/F). PC Audio standards. Sound Blaster (8-bit play only), WSS (16-bit rec/play). Wave files (10 MEG of HD space for every minute of a 16-bit stereo digital). A/D, D/A, & sampling parameters. A/D = record/capture; play = D/A. Nyquist theorem; 8 or 16 bit sample size; sampling rates from 4K to 44K. Rev 2.0 Sys MFG Training/Employee Development

46 PC Peripherals for Technicians
Mar 1998 REVIEW & SUMMARY The basic functions of an Audio Adapter. The “digital audio” section uses the CODEC to play & record sounds (often stored in WAVE files on the PC). FM Synthesis & sampling from a Wavetable are two ways to synthesize (electronically generate) sounds. Use MIDI to play the background (instrumental) music. Game port--reading joystick buttons and the joystick axis. Audio Sub-system example block diagram. Part isolated from the bus until PnP sequence complete. Prog I/O-configure for a task; DMA access- transfer data. Audio testing and troubleshooting. Use Testview/MTA. End of Chapter 4-1 Rev 2.0 Sys MFG Training/Employee Development


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