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Terratec SoundSystem SiXPack 5.1+ Review

 

Hardware MP3 Decoding

Ironically one of the neglected (well, unmentioned anyway) features of the SiXPack 5.1 is that of Hardware MP3 Decoding, which it offers via the Microsoft DirectShow Interface. The SiXPack 5.1, along with other CS4630 based Soundcards (SonicFury, Game Theater XP, etc.) are the first consumer level Soundcards to offer this. This offers reduced CPU usage during MP3 playback as the Soundcard itself will be performing the decoding, rather than the CPU.

Of course, much like other “firsts”, how it works in reality is another matter altogether. As mentioned in our Videologic SonicFury & Game Theater XP review, the Hardware MP3 Decoding feature only worked with Windows Media Player 6.4 & Voyetra AudioStation 4.x. Unlike the Santa Cruz/SonicFury (But like the Hercules Game Theater XP), TerraTec chose not to offer either of these Media Players with SiXPack 5.1. This shouldn’t be too much of an issue for most of you as you’ll already have mplayer2.exe on your system, which will provide one way to get Hardware MP3 Decoding.

Now that you can actually take advantage of this feature you’ll find another limitation. The Hardware MP3 Decoding can only be used for 1 song, which is ok if you intend to simply repeat 1 single track with Windows Media Player 6.4, with AudioStation I found that the decoding feature disabled itself after the first track played.

Also, after several minutes of playing an MP3 (Looped, or just a really long one) the Audio quality would degrade with some audible artefacts being introduced. The only way to remove these would be to stop the track & restart it. Others have experienced this with CS4630 Soundcards as well (As I have with the SonicFury & Game Theater XP) so it would seem to be a Hardware issue rather than a Driver one.

To see the beneficial effect on CPU I tested the Hardware MP3 Decoding feature both disabled & enabled in Windows Media Player 6.4 (mplayer2.exe). Rather than re-run the tests I’ve used my results based on tests with the Game Theater XP. The MP3 used was 1.14 minutes long - 160 Kilobit, 16-Bit, 44.1KHz (Predator - The Chase – Alan Silvestri).

Software Decoded

Hardware Decoded

Although the graphs above do not indicate CPU % usage I can inform you that the peak usage for the Software decoding was 12%, while the Hardware decoded playback was only 4% at it’s highest. Based on that you can clearly see that the Software (CPU) decoding of the MP3 took on average 2 or 3 times greater CPU resources than the Hardware decoding provided by the CS4630 DSP.

As I already mentioned though, given the issues that exist with the decoding feature TerraTec have perhaps chosen the right path in ignoring to promote this feature. That said, hopefully the next Cirrus Logic DSP will provide some manner of improved MP3 Decoding capability, or at least provide one compatible with a greater range of Applications, e.g. Windows Media Player 7/8, Winamp & Real Player. This also could be of greater benefit given a lot of Games now use MP3 Soundtracks, e.g. Tribes 2, Sacrifice & Rally Championship Xtreme (This Game as it happens uses the highest quality MP3s in any Game I own thus far – 320 Kilobit, 16-Bit, 44.1KHz).

 



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