> but i get 256 sound devices! bwahahahaha! 
> (/dev/dsp0 -- /dev/dsp255) and 
> they're mixed in hardware!

Sound and graphics are going in opposite directions.  While 
the insatiable demand graphics algorithms have for computing 
power require newer and faster GPUs to do stuff that used to 
be done by the CPU, the (relative) glut of CPU power has 
obsoleted outboard audio processor chips.

Your old school monolithic soundcard architecture is nearly extinct.  
Sound I/O will be handled by USB 2.0 and Firewire in the times to 
come.  The economies of scale now make it more attractive to write 
sound generation software using the x86/SSE instruction set rather 
than, say, Creative's Emu which is neither present everywhere nor 
increasing in power every 6 months.  The final nail in the traditional 
soundcard's coffin would be a very responsive, fine-grained scheduling 
kernel; this is because scheduling latency is a lot more critical 
with sound.  Once that happens, an offboard sound chip operating 
independently of the CPU brings nothing to the table anymore.  
Actually, even with today's non realtime kernels, that is virtually 
the case already!!

This trend is a Good Thing(tm) because you can now parcel out
your CPU power for whatever purpose you want.  There is no synth 
chip sitting idle when you're not playing sound anymore.  In the 
thick of doing other stuff, a 'near realtime' scheduling kernel 
will do its best to ensure that, as in the days of offboard 
sound-chips, your softsynth will never hiccup as long as you don't 
ask it to chew on more data than it can actually handle.  And
of course the most wonderful aspect of 'virtual soundcards/synths' 
is the unlimited flexibility.  Ah, the bounties that software and 
mathematics (FFT) bring to music...
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