[ scummvm-Feature Requests-636985 ] FMTOWNS: Add YM2612 FM synth emulation

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Sun Oct 5 17:57:22 CEST 2003


Feature Requests item #636985, was opened at 2002-11-12 00:07
Message generated for change (Comment added) made by jamieson630
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Submitted By: Martin (marticus)
Assigned to: Jamieson Christian (jamieson630)
Summary: FMTOWNS: Add YM2612 FM synth emulation

Initial Comment:
First, apologies if this bug is the same cause as the no looping audio; but in zak256 when you use the kazoo it just plays a blip, whereas using the fm towns emulator he plays the indy theme.

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>Comment By: Jamieson Christian (jamieson630)
Date: 2003-10-05 10:57

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Okay, all the hooks for the YM2612 MidiDriver are in CVS, and 

a stub factory function is currently returning 0. The actual 

YM2612 implementation has been submitted as a patch 

(#818175), and will be committed once all portability issues 

have been worked out. (Right now I'd say it probably won't 

compile outside MSVC.) Stay tuned....

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Comment By: Jamieson Christian (jamieson630)
Date: 2003-10-04 11:09

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A status report -- I got EUPPlayer (GPL) hotwired to 

ScummVM and playing tunes. It needs a lot of work before it's 

ready to deploy, but I'll try to get a work-in-progress into 

CVS once the worst hacks are cleaned up. Main issues:



(1) The instruments don't seem to be getting set up quite 

right. The same song can sound slightly different depending 

on what was played before it.



(2) The music for Indy3-Towns plays, as does Zak-Towns, 

but the distaff in Loom-Towns is not making any sound.



(3) The code is using 64-bit integers (or fixed-point decimal 

numbers), which is slow and not real portable.



(4) The parser is presently hotwired to the MidiDriver wrapper 

such that iMuse is bypassed, hence EOT is not detected by 

the Player and getSoundStatus() returns bad results.



Hopefully I can get this cleaned up and in CVS for review in 

the next 48 hours.

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Comment By: Jonathan Gray (khalek)
Date: 2003-10-04 06:15

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oh and

http://www.smspower.org/maxim/forumstuff/ym2612/ym2612.html

which H-Clone mentioned on irc has some relevant tech details.

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Comment By: Jonathan Gray (khalek)
Date: 2003-10-04 06:12

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Add a relevant url so I don't have to go hunting google for

it in future  when I want to find it:

http://www.dennougedougakkai-ndd.org/pub/eupplayer-win32/



An update for those not on irc, it seems that all the

genesis/mega drive emulators use the MAME code which is

under a non GPL compat license.  Jamieson is looking into

the eupplayer code currently as its licensed under the GPL.



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Comment By: Jamieson Christian (jamieson630)
Date: 2003-09-17 02:15

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Ah, I guess I missed out on what it sounded like when it was 

broken. Glad it's fixed.



The remainder of this "bug" is adding proper instrumentation 

support for the Euphony music. I am moving this to the FRs 

and renaming it to that effect. Now that game-critical sounds 

(e.g. Loom distaff) can at least be heard, this is once again 

pretty low priority.

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Comment By: Andrej Sinicyn (andrej4000)
Date: 2003-09-17 02:05

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Well, the "blip" seems to work properly since some months. 

The sounds is heard everytime you see the machine working, 

so this should be solved.

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Comment By: Jamieson Christian (jamieson630)
Date: 2003-09-16 16:14

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Maybe this comes way too late, but....

In response to andrej4000's post from 2002-11-24, the 

problem with the 60-Hz sound from the big machine is NOT 

the same as the problem with the kazoo tune. The machine 

sound is a Type 0 (digital sample) resource. And it's pretty 

short. Though I've not heard the sound on the original FM 

Towns or an emulator, my first guess would be that on Zak 

Towns, it was meant to be just a short blip instead of a 

constant hum.

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Comment By: Jamieson Christian (jamieson630)
Date: 2003-09-16 07:17

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I've implemented a Euphony parser, per Hibernatus' notes. 

Since the FM Town synth chip is not being emulated yet, the 

instruments in the music tracks are not being used. Instead, a 

stock Adlib (OPL2) instrument is being used for all channels.



This at least makes the music audible, which is especially 

important for the Loom distaff. Instrument support, as well as 

tempo/timing validation, are still pending.

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Comment By: Jonathan Gray (khalek)
Date: 2003-08-22 09:37

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Just a note that the YM2612 was used for FM synth on the

Sega megadrive/genesis so there should be quite a bunch of

code to pick from under a range of licenses, assuming they

aren't all pinching it off MAME :)

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Comment By: Jonathan Gray (khalek)
Date: 2003-08-18 05:49

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Euphony tunes are also used for the notes on the distaff in

loom, possibly other places in the game. Only looked at the

very start so far.

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Comment By: Jamieson Christian (jamieson630)
Date: 2003-08-09 10:25

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I have to find another decent window in which to sit down 

and look at this. But my first impression, looking through the 

Euphony player code in the link, is that it requires that we 

include a second FM chipset emulator in order to generate 

proper sound output. That's not something I intend to just 

slam into ScummVM in an hour or two. Since we're talking 

about a 6-note, 2-second ditty, this will be pretty low on the 

TODO list.

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Comment By: Thomas Combeleran (hibernatus)
Date: 2003-07-18 00:21

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other examples:

sound 29 40 54 and 66 in Indy3 FM Towns.

but nobody has it anyway :/

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Comment By: James Brown (ender)
Date: 2003-07-04 08:00

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Jamieson, please let me know if you are able to look at 
this - as your really the only sound person we have at the 
moment. :) 
 
Hibernatus has pretty much worked everything out, so it 
shouldn't be too much work. 

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Comment By: Thomas Combeleran (hibernatus)
Date: 2003-06-26 15:07

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I wrote a few notes about the kazoo tune format.

http://hibernatus34.free.fr/pv/kazoo_tune.txt

Not much, but anyway, i've just found the name of the format 

(Euphony) and there's no need for RE anymore.

Thanks to google, here is a link to the sources of a program 

which can read Euphony files:

http://www.purose.net/befis/download/lib/eupplay.lzh



Here is a rough conversion of the SO block into an EUP file:

http://hibernatus34.free.fr/pv/kazoo.eup

http://hibernatus34.free.fr/pv/kazoo.fmb



FMB files contain FM sounds (for the YM2612). You can find 

YM2612 emulators on the web. Example: 

http://www.squish.net/cgi-

bin/cvsweb.cgi/generator/ym2612/fm.c?rev=1.4&content-

type=text/x-cvsweb-markup

PMB files contain PCM sounds (for the RF5C68). And i think 

it's what is used for sound effects in fm towns scumm games. 

There is just one instrument and no music in the SO block.



EUP files and player: http://www.bea.hi-ho.ne.jp/gaku-

iwa/eup/



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Comment By: Ferdinant Hauser (desperatecry)
Date: 2003-06-10 20:05

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The kaazoo sound is not an audio-track!



using the UNZ-fmtowns-emulator you will recognize, that it is 

defenitely a MIDI-sound or something like that.



Greetings,



Ferdi

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Comment By: Thomas Combeleran (hibernatus)
Date: 2003-06-08 10:51

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No, that track is for the indy3 demo on the same CD.

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Comment By: Thomas Combeleran (hibernatus)
Date: 2003-06-08 10:14

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No, that track is for the indy3 demo on the same CD.

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Comment By: Tobias Hellgren (thanius)
Date: 2003-06-07 18:55

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That blip should stop the backgroundmusic and play the

Indy-tune (also an audiotrack), but it doesn't. Btw, if it's

any help, the Indy-tune is track 22 on the CD.

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Comment By: Thomas Combeleran (hibernatus)
Date: 2003-05-25 01:42

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At 0xD (from the start of the SO block), there is the type of 

sound (a byte).

0 is for sound effects

1 is for musics

2 is for CD tracks



You should test that instead of the size of the block to know 

what is a CD track. And also you'll be able to ignore the 

kazoo tune until you understand the format.

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Comment By: Tobias Hellgren (thanius)
Date: 2002-12-15 18:07

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The kazoo-sound is not on an audiotrack, I've checked them

all out. There's a cool orchestrated Indy-theme there,

though. Too bad that they've changed the kazoo-tune from

"Pop goes the weasel". ;(

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Comment By: Andrej Sinicyn (andrej4000)
Date: 2002-11-24 10:15

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You were right!



This sound is stored in the LFL-Files and isn't played.

The same problem is e.g. with the souind of the alien 60-Hz-

Machine.

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Comment By: Martin (marticus)
Date: 2002-11-15 19:17

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Yes but I played it on the FM-Towns emulator and heard the sound there.

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Comment By: Andrej Sinicyn (andrej4000)
Date: 2002-11-15 06:27

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So of course you can't hear the sound...

That's not a bug. This thread can be closed...

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Comment By: Martin (marticus)
Date: 2002-11-13 22:01

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No, because when I had the ISO for the FM-Towns emulator it was only 4 meg and no audio tracks.

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Comment By: Andrej Sinicyn (andrej4000)
Date: 2002-11-13 14:38

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Hm... I think the kazoo-sound is stored as an audio-track.

If you don't have it, you can't hear it.



If I'm right, this thread can be colsed.

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