[Scummvm-cvs-logs] SF.net SVN: scummvm: [21650] scummvm/trunk/doc

fingolfin at users.sourceforge.net fingolfin at users.sourceforge.net
Thu Apr 6 15:14:02 CEST 2006


Revision: 21650
Author:   fingolfin
Date:     2006-04-06 15:12:48 -0700 (Thu, 06 Apr 2006)
ViewCVS:  http://svn.sourceforge.net/scummvm/?rev=21650&view=rev

Log Message:
-----------
Renamed more LaTeX files

Modified Paths:
--------------
    scummvm/trunk/doc/audio.tex

Added Paths:
-----------
    scummvm/trunk/doc/audio-adlib.tex
    scummvm/trunk/doc/audio-compression.tex
    scummvm/trunk/doc/audio-fluidsynth.tex
    scummvm/trunk/doc/audio-midi-emulated.tex
    scummvm/trunk/doc/audio-midi-native.tex
    scummvm/trunk/doc/audio-midi-sequencer.tex
    scummvm/trunk/doc/audio-mt32.tex
    scummvm/trunk/doc/audio-samplerate.tex

Removed Paths:
-------------
    scummvm/trunk/doc/07_01.tex
    scummvm/trunk/doc/07_02.tex
    scummvm/trunk/doc/07_03.tex
    scummvm/trunk/doc/07_04.tex
    scummvm/trunk/doc/07_05.tex
    scummvm/trunk/doc/07_06.tex
    scummvm/trunk/doc/07_07.tex
    scummvm/trunk/doc/07_08.tex
Deleted: scummvm/trunk/doc/07_01.tex
===================================================================
--- scummvm/trunk/doc/07_01.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_01.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,11 +0,0 @@
-
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
-
-\subsection{Playing sound with Adlib emulation}
-
-By default an Adlib card will be emulated and ScummVM will output the music
-as sampled waves. This is the default mode for most games, and offers the
-best compatibility between machines and games.

Deleted: scummvm/trunk/doc/07_02.tex
===================================================================
--- scummvm/trunk/doc/07_02.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_02.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,23 +0,0 @@
-
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
-
-\subsection{Playing sound with FluidSynth MIDI emulation}
-
-If ScummVM was build with libfluildsynth support it will be able to play MIDI
-music through the FluidSynth driver. You will have to specify a SoundFont to
-use, however.
-
-Since the default output volume from FluidSynth can be fairly low, ScummVM will
-set the gain by default to get a stronger signal. This can be further adjusted
-using the --midi-gain command-line option, or the ``midi\_gain'' config file
-setting.
-
-The setting can take any value from 0 through 1000, with the default being 100.
-(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
-presumably measured in decibel.)
-
-\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in
-some cases. A fast CPU is recommended.

Deleted: scummvm/trunk/doc/07_03.tex
===================================================================
--- scummvm/trunk/doc/07_03.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_03.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,22 +0,0 @@
-
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
-
-\subsection{Playing sound with MT-32 emulation}
-
-Some games which contain MIDI music data also have improved tracks designed
-for MT-32 sound module. ScummVM can now emulate this card, however you should
-provide original MT-32 ROMs to make it work.
-
-MT32\_PCM.ROM     - IC21 (512KB)
-MT32\_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
-
-Place these ROMs in the game directory or a directory specified by extrapath.
-
-You don't need to specify --native-mt32 with this driver, as it automatically
-gets turned on.
-
-\textbf{NOTE:} The processor requirements for the emulator are quite high; a fast CPU is
- strongly recommended.

Deleted: scummvm/trunk/doc/07_04.tex
===================================================================
--- scummvm/trunk/doc/07_04.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_04.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,16 +0,0 @@
-
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
-
-\subsection{Playing sound with MIDI emulation}
-
-Some games (such as Sam and Max) only contain MIDI music data.  This once
-prevented music for these games from working on platforms that do not support
-MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
-not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
-waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the
--eadlib, -efluidsynth or -emt32 options respectively.  However, if you are
-capable of using native MIDI, we recommend using one of the MIDI modes below
-for best sound.

Deleted: scummvm/trunk/doc/07_05.tex
===================================================================
--- scummvm/trunk/doc/07_05.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_05.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,41 +0,0 @@
-
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
-
-\subsection{Playing sound with Native MIDI}
-% FIXME: Hardcoding < and > here produces wrong output
-Use the appropriate -e<mode> command line option from the list above to
-select your preferred MIDI device. For example, if you wish to use the
-Windows MIDI driver, use the -ewindows option.
-
-\subsubsection{Using MIDI options to customize Native MIDI output}
-ScummVM supports a variety of MIDI modes, depending on the capabilities
-of your MIDI device.
-
-If --native-mt32 is specified, ScummVM will treat your device as a real
-MT-32. Because the instrument mappings and system exclusive commands of
-the MT-32 vary from those of General MIDI devices, you should only
-enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
-CM-32L, CM-500, or GS device with an MT-32 map.
-
-If --enable-gs is specified, ScummVM will initialize your GS-compatible
-device with settings that mimic the MT-32's reverb, (lack of) chorus,
-pitch bend sensitivity, etc. If it is specified in conjunction with
---native-mt32, ScummVM will select the MT-32-compatible map and drumset on
-your GS device. This setting works better than default GM or GS emulation
-with games that do not have custom instrument mappings (Loom and Monkey1).
-You should only specify both settings if you are using a GS device that
-has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
-Please note that --enable-gs is automatically disabled in both DOTT and
-Samnmax, since they use General MIDI natively.
-
-If neither of the above settings is enabled, ScummVM will initialize your
-device in General MIDI mode and use GM emulation in games with MT-32
-soundtracks.
-
-Some games contain sound effects that are exclusive to the Adlib soundtrack.
-For these games, you may wish to specify --multi-midi in order to combine
-MIDI music with Adlib sound effects.
-

Deleted: scummvm/trunk/doc/07_06.tex
===================================================================
--- scummvm/trunk/doc/07_06.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_06.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,87 +0,0 @@
-
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
-
-\subsection{Playing sound with Sequencer MIDI}
-
-If your soundcard driver supports a sequencer, you may set the environment
-variable "SCUMMVM\_MIDI" to your sequencer device -- for example, to 
-/dev/sequencer
-
-If you have problems with not hearing audio in this configuration, it is
-possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This
-selects the port on the selected sequencer to use. Then start scummvm with the
--eseq parameter. This should work on several cards, and may offer better
-performance and quality than Adlib emulation. However, for those systems where
-sequencer support does not work, you can always fall back on Adlib emulation.
-
-
-\subsubsection{Playing sound with ALSA sequencer}
-
-If you have installed the ALSA driver with the sequencer support, then
-set the environment variable SCUMMVM\_PORT or the config file parameter
-alsa\_port to your sequencer port. The default is "65:0".
-
-Here is a little howto on how to use the ALSA sequencer with your soundcard.
-In all cases, to have a list of all the sequencer ports you have, try the
-command 
-\begin{verbatim}
-     aconnect -o -l
-\end{verbatim}
-This should give output similar to:
-\begin{verbatim}
-client 64: 'External MIDI 0' [type=kernel]
-    0 'MIDI 0-0        '
-client 65: 'Emu10k1 WaveTable' [type=kernel]
-    0 'Emu10k1 Port 0  '
-    1 'Emu10k1 Port 1  '
-    2 'Emu10k1 Port 2  '
-    3 'Emu10k1 Port 3  '
-client 128: 'Client-128' [type=user]
-    0 'TiMidity port 0 '
-    1 'TiMidity port 1 '
-\end{verbatim}
-%
-This means the external MIDI output of the sound card is located on the
-port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
-and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
-
-If you have a FM-chip on your card, like the SB16, then you have to load
-the soundfonts using the sbiload software. \\
-Example:
-\begin{verbatim}
-  sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
-\end{verbatim}
-%
-If you have a WaveTable capable sound card, you have to load a sbk or sf2
-soundfont using the sfxload software\\
-Example:
-\begin{verbatim}
-  sfxload /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-If you don't have a MIDI capable soundcard, there are two options: FluidSynth
-and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
-behind music. This is very noticeable in iMUSE-enabled games, which use fast
-and dynamic music transitions. Running TiMidity as root will allow it to
-setup real time priority, which may reduce music lag.
-
-Asking TiMidity to become an ALSA sequencer:
-\begin{verbatim}
-  timidity -iAqqq -B2,8 -Os1S -s 44100 &
-\end{verbatim}
-If you get distorted output with this setting, you can try dropping the 
--B2,8 or changing the value.
-
-Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
-\begin{verbatim}
-  fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-Once either TiMidity or FluidSynth are running, use
-\begin{verbatim}
-      aconnect -o -l
-\end{verbatim}
-as described earlier in this section.

Deleted: scummvm/trunk/doc/07_07.tex
===================================================================
--- scummvm/trunk/doc/07_07.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_07.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,167 +0,0 @@
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End:
-
-\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)}
-\label{sect-compressing-audiofiles}
-
-\subsubsection{Using MP3 files for CD audio}
-
-Use LAME or some other MP3 encoder to rip the CD audio tracks to files. Name
-the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
-to use this option. You'll need to rip the file from the CD as a WAV file,
-then encode the MP3 files in constant bit rate. This can be done with the
-following LAME command line:
-\begin{verbatim}
-  lame -t -q 0 -b 96 track1.wav track1.mp3
-\end{verbatim}
-
-
-\subsubsection{Using Ogg Vorbis files for CD audio}
-
-Use oggenc or some other vorbis encoder to encode the audio tracks to files.
-Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
-support to use this option. You'll need to rip the files from the CD as a WAV
-file, then encode the vorbis files. This can be done with the following oggenc
-command line with the value after q specifying the desired quality from 0 to 10:
-\begin{verbatim}
-  oggenc -q 5 track1.wav
-\end{verbatim}
-
-
-\subsubsection{Using Flac files for CD audio}
-Use flac or some other flac encoder to encode the audio tracks to files.
-Name the files track1.flac track2.flac etc. In your filesystem only allows
-three letter extensions, name the files track1.fla track2.fla etc.
-ScummVM must be compiled with flac support to use this option. You'll need to
-rip the files from the CD as a WAV file, then encode the flac files. This can
-be done with the following flac command line:
-\begin{verbatim}
-  flac --best track1.wav
-\end{verbatim}
-%
-Remember that the quality is always the same, varying encoder options will only
-affect the encoding time and resulting filesize.
-
-
-\subsubsection{Compressing MONSTER.SOU with MP3}
-
-You need LAME, and our compress\_scumm\_sou utility from the scummvm-tools
-package to perform this task, and ScummVM must be compiled with MAD support.
-\begin{verbatim}
-  compress_scumm_sou monster.sou
-\end{verbatim}
-%
-Eventually you will have a much smaller monster.so3 file, copy this file
-to your game directory. You can safely remove the monster.sou file.
-
-
-\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis}
-
-As above, but ScummVM must be compiled with OGG support. Run:
-\begin{verbatim}
-  compress_scumm_sou --vorbis monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sog file, which you should copy to your
-game directory. Ogg encoding may take a considerable longer amount of time
-than MP3, so have a good book handy.
-
-
-\subsubsection{Compressing MONSTER.SOU with Flac}
-
-As above, but ScummVM must be compiled with Flac support. Run:
-\begin{verbatim}
-  compress_scumm_sou --flac --best -b 1152 monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sof file, which you should copy to your
-game directory. Remember that the quality is always the same, varying encoder
-options will only affect the encoding time and resulting  filesize. Playing
-with the blocksize (-b <value>), has the biggest impact on the resulting
-filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
-to read the encoder documentation before you use other values.
-
-
-\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2}
-
-Use our compress\_simon util from the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
-
-\begin{tabular}[h]{ll}
-  compress\_simon effects    &(For Acorn CD version of Simon 1)\\
-  compress\_simon simon      &(For Acorn CD version of Simon 1)\\
-  compress\_simon effects.voc&(For DOS CD version of Simon 1)\\
-  compress\_simon simon.voc  &(For DOS CD version of Simon 1)\\
-  compress\_simon simon.wav  &(For Windows CD version of Simon 1)\\
-  compress\_simon simon2.voc &(For DOS CD version of Simon 2)\\
-  compress\_simon simon2.wav &(For Windows CD version of Simon 2)\\
-  compress\_simon mac        &(For Macintosh version of Simon 2)\\
-\end{tabular}
-
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
-  compress_simon --vorbis
-\end{verbatim}
-%
-For Flac add --flac and optional parameters, i.e.
-\begin{verbatim}
-  compress_simon --flac --best -b 1152
-\end{verbatim}
-%
-Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
-file to your game directory. You can safely remove the old file.
-
-\subsubsection{Compressing speech/music in Broken Sword 1}
-
-The compress\_sword1 tool from the scummvm-tools package can encode music and
-speech to MP3 as well as Ogg Vorbis.
-The easiest way to encode the files is simply copying the executable into your
-BS1 directory (together with the lame encoder) and run it from there.
-This way, it'll automatically encode everything to MP3.
-Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
-files.
-
-Running
-\begin{verbatim}
-  compress_sword1 --vorbis
-\end{verbatim}
-%
-will compress the files using Ogg Vorbis instead of MP3.
-
-Use
-\begin{verbatim}
-  compress_sword1 --help
-\end{verbatim}
-%
-to get a full list of the options.
-
-\subsubsection{Compressing speech/music in Broken Sword 2}
-
-Use our compress\_sword2 util from the scummvm-tools package to perform this
-task. You can choose between multiple target formats, but note  that you can
-only use each if ScummVM was compiled with the respective decoder support
-enabled.
-
-\begin{verbatim}
-  compress_sword2 speech1.clu
-  compress_sword2 music1.clu
-\end{verbatim}
-%
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
-  compress_sword2 --vorbis
-\end{verbatim}
-%
-Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
-your game directory. You can safely remove the old file.
-
-It is possible to use Flac compression by adding the --flac option. However,
-the resulting *.clf file will actually be larger than the original.
-
-Please note that compress\_sword2 will only work with the four speech/music
-files in Broken Sword 2. It will not work with any of the other *.clu files,
-nor will it work with the speech files from Broken Sword 1.

Deleted: scummvm/trunk/doc/07_08.tex
===================================================================
--- scummvm/trunk/doc/07_08.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/07_08.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -1,32 +0,0 @@
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
-
-\subsection{Output sample rate}
-
-The output sample rate tells ScummVM how many sound samples to play per channel
-per second. There is much that could be said on this subject, but most of it
-would be irrelevant here. The short version is that for most games 22050 Hz is
-fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
-you may want to use 11025 Hz, but it's unlikely that you have to worry about
-that.
-
-To elaborate, most of the sounds ScummVM has to play were sampled at either
-22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
-quality of these sounds. Hence, 22050 Hz is fine.
-
-Some games use CD audio. If you use compressed files for this, they are
-probably sampled at 44100 Hz, so for these games that may be a better choice of
-sample rate.
-
-When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
-is responsible for generating the samples. Usually 22050 Hz will be plenty for
-these, but there is at least one piece of Adlib music in Beneath a Steel Sky
-that will sound a lot better at 44100 Hz.
-
-Using frequencies in between is not recommended. For one thing, your sound card
-may not support it. In theory, ScummVM should fall back on a sensible frequency
-in that case, but don't count on it. More importantly, ScummVM has to resample
-all sounds to its output frequency. This is much easier to do well if the
-output frequency is a multiple of the original frequency.

Copied: scummvm/trunk/doc/audio-adlib.tex (from rev 21648, scummvm/trunk/doc/07_01.tex)
===================================================================
--- scummvm/trunk/doc/audio-adlib.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-adlib.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,11 @@
+
+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Playing sound with Adlib emulation}
+
+By default an Adlib card will be emulated and ScummVM will output the music
+as sampled waves. This is the default mode for most games, and offers the
+best compatibility between machines and games.

Copied: scummvm/trunk/doc/audio-compression.tex (from rev 21648, scummvm/trunk/doc/07_07.tex)
===================================================================
--- scummvm/trunk/doc/audio-compression.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-compression.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,167 @@
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End:
+
+\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)}
+\label{sect-compressing-audiofiles}
+
+\subsubsection{Using MP3 files for CD audio}
+
+Use LAME or some other MP3 encoder to rip the CD audio tracks to files. Name
+the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
+to use this option. You'll need to rip the file from the CD as a WAV file,
+then encode the MP3 files in constant bit rate. This can be done with the
+following LAME command line:
+\begin{verbatim}
+  lame -t -q 0 -b 96 track1.wav track1.mp3
+\end{verbatim}
+
+
+\subsubsection{Using Ogg Vorbis files for CD audio}
+
+Use oggenc or some other vorbis encoder to encode the audio tracks to files.
+Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
+support to use this option. You'll need to rip the files from the CD as a WAV
+file, then encode the vorbis files. This can be done with the following oggenc
+command line with the value after q specifying the desired quality from 0 to 10:
+\begin{verbatim}
+  oggenc -q 5 track1.wav
+\end{verbatim}
+
+
+\subsubsection{Using Flac files for CD audio}
+Use flac or some other flac encoder to encode the audio tracks to files.
+Name the files track1.flac track2.flac etc. In your filesystem only allows
+three letter extensions, name the files track1.fla track2.fla etc.
+ScummVM must be compiled with flac support to use this option. You'll need to
+rip the files from the CD as a WAV file, then encode the flac files. This can
+be done with the following flac command line:
+\begin{verbatim}
+  flac --best track1.wav
+\end{verbatim}
+%
+Remember that the quality is always the same, varying encoder options will only
+affect the encoding time and resulting filesize.
+
+
+\subsubsection{Compressing MONSTER.SOU with MP3}
+
+You need LAME, and our compress\_scumm\_sou utility from the scummvm-tools
+package to perform this task, and ScummVM must be compiled with MAD support.
+\begin{verbatim}
+  compress_scumm_sou monster.sou
+\end{verbatim}
+%
+Eventually you will have a much smaller monster.so3 file, copy this file
+to your game directory. You can safely remove the monster.sou file.
+
+
+\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis}
+
+As above, but ScummVM must be compiled with OGG support. Run:
+\begin{verbatim}
+  compress_scumm_sou --vorbis monster.sou
+\end{verbatim}
+%
+This should produce a smaller monster.sog file, which you should copy to your
+game directory. Ogg encoding may take a considerable longer amount of time
+than MP3, so have a good book handy.
+
+
+\subsubsection{Compressing MONSTER.SOU with Flac}
+
+As above, but ScummVM must be compiled with Flac support. Run:
+\begin{verbatim}
+  compress_scumm_sou --flac --best -b 1152 monster.sou
+\end{verbatim}
+%
+This should produce a smaller monster.sof file, which you should copy to your
+game directory. Remember that the quality is always the same, varying encoder
+options will only affect the encoding time and resulting  filesize. Playing
+with the blocksize (-b <value>), has the biggest impact on the resulting
+filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
+to read the encoder documentation before you use other values.
+
+
+\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2}
+
+Use our compress\_simon util from the scummvm-tools package to perform this task.
+You can choose between multiple target formats, but note that you can only use
+each if ScummVM was compiled with the respective decoder support enabled.
+
+\begin{tabular}[h]{ll}
+  compress\_simon effects    &(For Acorn CD version of Simon 1)\\
+  compress\_simon simon      &(For Acorn CD version of Simon 1)\\
+  compress\_simon effects.voc&(For DOS CD version of Simon 1)\\
+  compress\_simon simon.voc  &(For DOS CD version of Simon 1)\\
+  compress\_simon simon.wav  &(For Windows CD version of Simon 1)\\
+  compress\_simon simon2.voc &(For DOS CD version of Simon 2)\\
+  compress\_simon simon2.wav &(For Windows CD version of Simon 2)\\
+  compress\_simon mac        &(For Macintosh version of Simon 2)\\
+\end{tabular}
+
+For Ogg Vorbis add --vorbis to the options, i.e.
+\begin{verbatim}
+  compress_simon --vorbis
+\end{verbatim}
+%
+For Flac add --flac and optional parameters, i.e.
+\begin{verbatim}
+  compress_simon --flac --best -b 1152
+\end{verbatim}
+%
+Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
+file to your game directory. You can safely remove the old file.
+
+\subsubsection{Compressing speech/music in Broken Sword 1}
+
+The compress\_sword1 tool from the scummvm-tools package can encode music and
+speech to MP3 as well as Ogg Vorbis.
+The easiest way to encode the files is simply copying the executable into your
+BS1 directory (together with the lame encoder) and run it from there.
+This way, it'll automatically encode everything to MP3.
+Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
+files.
+
+Running
+\begin{verbatim}
+  compress_sword1 --vorbis
+\end{verbatim}
+%
+will compress the files using Ogg Vorbis instead of MP3.
+
+Use
+\begin{verbatim}
+  compress_sword1 --help
+\end{verbatim}
+%
+to get a full list of the options.
+
+\subsubsection{Compressing speech/music in Broken Sword 2}
+
+Use our compress\_sword2 util from the scummvm-tools package to perform this
+task. You can choose between multiple target formats, but note  that you can
+only use each if ScummVM was compiled with the respective decoder support
+enabled.
+
+\begin{verbatim}
+  compress_sword2 speech1.clu
+  compress_sword2 music1.clu
+\end{verbatim}
+%
+For Ogg Vorbis add --vorbis to the options, i.e.
+\begin{verbatim}
+  compress_sword2 --vorbis
+\end{verbatim}
+%
+Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
+your game directory. You can safely remove the old file.
+
+It is possible to use Flac compression by adding the --flac option. However,
+the resulting *.clf file will actually be larger than the original.
+
+Please note that compress\_sword2 will only work with the four speech/music
+files in Broken Sword 2. It will not work with any of the other *.clu files,
+nor will it work with the speech files from Broken Sword 1.

Copied: scummvm/trunk/doc/audio-fluidsynth.tex (from rev 21648, scummvm/trunk/doc/07_02.tex)
===================================================================
--- scummvm/trunk/doc/audio-fluidsynth.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-fluidsynth.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,23 @@
+
+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Playing sound with FluidSynth MIDI emulation}
+
+If ScummVM was build with libfluildsynth support it will be able to play MIDI
+music through the FluidSynth driver. You will have to specify a SoundFont to
+use, however.
+
+Since the default output volume from FluidSynth can be fairly low, ScummVM will
+set the gain by default to get a stronger signal. This can be further adjusted
+using the --midi-gain command-line option, or the ``midi\_gain'' config file
+setting.
+
+The setting can take any value from 0 through 1000, with the default being 100.
+(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
+presumably measured in decibel.)
+
+\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in
+some cases. A fast CPU is recommended.

Copied: scummvm/trunk/doc/audio-midi-emulated.tex (from rev 21648, scummvm/trunk/doc/07_04.tex)
===================================================================
--- scummvm/trunk/doc/audio-midi-emulated.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-midi-emulated.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,16 @@
+
+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Playing sound with MIDI emulation}
+
+Some games (such as Sam and Max) only contain MIDI music data.  This once
+prevented music for these games from working on platforms that do not support
+MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
+not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
+waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the
+-eadlib, -efluidsynth or -emt32 options respectively.  However, if you are
+capable of using native MIDI, we recommend using one of the MIDI modes below
+for best sound.

Copied: scummvm/trunk/doc/audio-midi-native.tex (from rev 21648, scummvm/trunk/doc/07_05.tex)
===================================================================
--- scummvm/trunk/doc/audio-midi-native.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-midi-native.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,41 @@
+
+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Playing sound with Native MIDI}
+% FIXME: Hardcoding < and > here produces wrong output
+Use the appropriate -e<mode> command line option from the list above to
+select your preferred MIDI device. For example, if you wish to use the
+Windows MIDI driver, use the -ewindows option.
+
+\subsubsection{Using MIDI options to customize Native MIDI output}
+ScummVM supports a variety of MIDI modes, depending on the capabilities
+of your MIDI device.
+
+If --native-mt32 is specified, ScummVM will treat your device as a real
+MT-32. Because the instrument mappings and system exclusive commands of
+the MT-32 vary from those of General MIDI devices, you should only
+enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
+CM-32L, CM-500, or GS device with an MT-32 map.
+
+If --enable-gs is specified, ScummVM will initialize your GS-compatible
+device with settings that mimic the MT-32's reverb, (lack of) chorus,
+pitch bend sensitivity, etc. If it is specified in conjunction with
+--native-mt32, ScummVM will select the MT-32-compatible map and drumset on
+your GS device. This setting works better than default GM or GS emulation
+with games that do not have custom instrument mappings (Loom and Monkey1).
+You should only specify both settings if you are using a GS device that
+has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
+Please note that --enable-gs is automatically disabled in both DOTT and
+Samnmax, since they use General MIDI natively.
+
+If neither of the above settings is enabled, ScummVM will initialize your
+device in General MIDI mode and use GM emulation in games with MT-32
+soundtracks.
+
+Some games contain sound effects that are exclusive to the Adlib soundtrack.
+For these games, you may wish to specify --multi-midi in order to combine
+MIDI music with Adlib sound effects.
+

Copied: scummvm/trunk/doc/audio-midi-sequencer.tex (from rev 21648, scummvm/trunk/doc/07_06.tex)
===================================================================
--- scummvm/trunk/doc/audio-midi-sequencer.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-midi-sequencer.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,87 @@
+
+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Playing sound with Sequencer MIDI}
+
+If your soundcard driver supports a sequencer, you may set the environment
+variable "SCUMMVM\_MIDI" to your sequencer device -- for example, to 
+/dev/sequencer
+
+If you have problems with not hearing audio in this configuration, it is
+possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This
+selects the port on the selected sequencer to use. Then start scummvm with the
+-eseq parameter. This should work on several cards, and may offer better
+performance and quality than Adlib emulation. However, for those systems where
+sequencer support does not work, you can always fall back on Adlib emulation.
+
+
+\subsubsection{Playing sound with ALSA sequencer}
+
+If you have installed the ALSA driver with the sequencer support, then
+set the environment variable SCUMMVM\_PORT or the config file parameter
+alsa\_port to your sequencer port. The default is "65:0".
+
+Here is a little howto on how to use the ALSA sequencer with your soundcard.
+In all cases, to have a list of all the sequencer ports you have, try the
+command 
+\begin{verbatim}
+     aconnect -o -l
+\end{verbatim}
+This should give output similar to:
+\begin{verbatim}
+client 64: 'External MIDI 0' [type=kernel]
+    0 'MIDI 0-0        '
+client 65: 'Emu10k1 WaveTable' [type=kernel]
+    0 'Emu10k1 Port 0  '
+    1 'Emu10k1 Port 1  '
+    2 'Emu10k1 Port 2  '
+    3 'Emu10k1 Port 3  '
+client 128: 'Client-128' [type=user]
+    0 'TiMidity port 0 '
+    1 'TiMidity port 1 '
+\end{verbatim}
+%
+This means the external MIDI output of the sound card is located on the
+port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
+and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
+
+If you have a FM-chip on your card, like the SB16, then you have to load
+the soundfonts using the sbiload software. \\
+Example:
+\begin{verbatim}
+  sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
+\end{verbatim}
+%
+If you have a WaveTable capable sound card, you have to load a sbk or sf2
+soundfont using the sfxload software\\
+Example:
+\begin{verbatim}
+  sfxload /path/to/8mbgmsfx.sf2
+\end{verbatim}
+%
+If you don't have a MIDI capable soundcard, there are two options: FluidSynth
+and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
+behind music. This is very noticeable in iMUSE-enabled games, which use fast
+and dynamic music transitions. Running TiMidity as root will allow it to
+setup real time priority, which may reduce music lag.
+
+Asking TiMidity to become an ALSA sequencer:
+\begin{verbatim}
+  timidity -iAqqq -B2,8 -Os1S -s 44100 &
+\end{verbatim}
+If you get distorted output with this setting, you can try dropping the 
+-B2,8 or changing the value.
+
+Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
+\begin{verbatim}
+  fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
+\end{verbatim}
+%
+Once either TiMidity or FluidSynth are running, use
+\begin{verbatim}
+      aconnect -o -l
+\end{verbatim}
+as described earlier in this section.

Copied: scummvm/trunk/doc/audio-mt32.tex (from rev 21648, scummvm/trunk/doc/07_03.tex)
===================================================================
--- scummvm/trunk/doc/audio-mt32.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-mt32.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,22 @@
+
+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Playing sound with MT-32 emulation}
+
+Some games which contain MIDI music data also have improved tracks designed
+for MT-32 sound module. ScummVM can now emulate this card, however you should
+provide original MT-32 ROMs to make it work.
+
+MT32\_PCM.ROM     - IC21 (512KB)
+MT32\_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
+
+Place these ROMs in the game directory or a directory specified by extrapath.
+
+You don't need to specify --native-mt32 with this driver, as it automatically
+gets turned on.
+
+\textbf{NOTE:} The processor requirements for the emulator are quite high; a fast CPU is
+ strongly recommended.

Copied: scummvm/trunk/doc/audio-samplerate.tex (from rev 21648, scummvm/trunk/doc/07_08.tex)
===================================================================
--- scummvm/trunk/doc/audio-samplerate.tex	                        (rev 0)
+++ scummvm/trunk/doc/audio-samplerate.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -0,0 +1,32 @@
+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Output sample rate}
+
+The output sample rate tells ScummVM how many sound samples to play per channel
+per second. There is much that could be said on this subject, but most of it
+would be irrelevant here. The short version is that for most games 22050 Hz is
+fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
+you may want to use 11025 Hz, but it's unlikely that you have to worry about
+that.
+
+To elaborate, most of the sounds ScummVM has to play were sampled at either
+22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
+quality of these sounds. Hence, 22050 Hz is fine.
+
+Some games use CD audio. If you use compressed files for this, they are
+probably sampled at 44100 Hz, so for these games that may be a better choice of
+sample rate.
+
+When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
+is responsible for generating the samples. Usually 22050 Hz will be plenty for
+these, but there is at least one piece of Adlib music in Beneath a Steel Sky
+that will sound a lot better at 44100 Hz.
+
+Using frequencies in between is not recommended. For one thing, your sound card
+may not support it. In theory, ScummVM should fall back on a sensible frequency
+in that case, but don't count on it. More importantly, ScummVM has to resample
+all sounds to its output frequency. This is much easier to do well if the
+output frequency is a multiple of the original frequency.

Modified: scummvm/trunk/doc/audio.tex
===================================================================
--- scummvm/trunk/doc/audio.tex	2006-04-06 22:06:03 UTC (rev 21649)
+++ scummvm/trunk/doc/audio.tex	2006-04-06 22:12:48 UTC (rev 21650)
@@ -34,11 +34,11 @@
    scummvm -e adlib monkey2
 \end{verbatim}
 
-\input {07_01.tex}
-\input {07_02.tex}
-\input {07_03.tex}
-\input {07_04.tex}
-\input {07_05.tex}
-\input {07_06.tex}
-\input {07_07.tex}
-\input {07_08.tex}
+\input {audio-adlib.tex}
+\input {audio-fluidsynth.tex}
+\input {audio-mt32.tex}
+\input {audio-midi-emulated.tex}
+\input {audio-midi-native.tex}
+\input {audio-midi-sequencer.tex}
+\input {audio-compression.tex}
+\input {audio-samplerate.tex}


This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.





More information about the Scummvm-git-logs mailing list