[ scummvm-Feature Requests-557411 ] Adlib sound effects with GM drivers

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Sat Nov 23 17:36:12 CET 2002


Feature Requests item #557411, was opened at 2002-05-17 14:39
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>Category: None
>Group: None
Status: Open
>Priority: 3
Submitted By: Richard (trinity78)
>Assigned to: Nobody/Anonymous (nobody)
>Summary: Adlib sound effects with GM drivers

Initial Comment:
Ver: ScummVM 0.20
Game: Monkey Island 2 - German (ver 5.2.2)
OS: Windows 2000 Advanced Server SP 2
Hardware: Soundblaster 32 AWE

Bug:

Ok, if I use the native midi option (-ewindows) the 
music plays fine, but all SFX are skipped (for 
example: the "wosh"-sound, when taking the shovel in 
the first screen in the game (the one with bridge, 
after the intro)). There are no SFX at all in the 
game. The ScummVM displays following error:

Warning: SE::start_sound failed: Couldn't find MDhd!

If I use the build-in adlib emulation, everything is 
fine, both music and sounds are played correctly and 
no ScummVM error messages appears. But of course, the 
adlib music sounds a lot worser the native windows 
midi music.

I'm not sure if this is releated to any other bug 
already reported.

thx

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>Comment By: Jamieson Christian (jamieson630)
Date: 2002-11-23 10:36

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Reassigning to feature requests. This is not a bug. If we do 
add support for Adlib alongside GM music, it will be a feature.

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Comment By: Jamieson Christian (jamieson630)
Date: 2002-11-22 14:38

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Now that Adlib functionality is just another MidiDriver, we 
*are* very close to being able to run side-by-side drivers to 
handle situations where the preferred music driver is unable to 
handle a particular track.

Keep an eye out for this great new iMuse+ feature, coming 
soon. ;) In the meantime, is there *anybody* out there who 
can say with authority that the shovel sound was audible 
under MT-32/GM in the original executable?

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Comment By: Max Horn (fingolfin)
Date: 2002-11-22 12:53

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Jamieson, aren't we able to do that now? <g>

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Comment By: Max Horn (fingolfin)
Date: 2002-09-28 06:59

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The idea for such a thing is there for a long time. However it would 
indeed require a lot lot of work - the whole system is designed towards 
one iMuse output system, *either* adlib *or* midi. Changing it to support 
both at once, w/o breaking anything, requires a lot of understanding of 
the code and iMuse in my estimate. That said, I am all for it :-)

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Comment By: Jamieson Christian (jamieson630)
Date: 2002-09-27 23:04

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In the MI2 resource file, there are 14 occurrences of a SOU 
block that contains only an ADL block. In ScummVM, ADL 
blocks are ignored for ANY driver except -eadlib. (And for 
good reason -- there's no reliable way to map FM synth 
patches to GM or MT32 programs).

Trinity, in your particular example -- removing the shovel from 
the sign by the bridge -- there is a SOU block containing only 
an ADL block and a SPK block. The SPK block WILL get 
played under -ewindows, but since it has no information for 
generating useful sound for GM, it will either come out as a 
piano sound or no sound at all.

Ender, mixing multiple sound engine types sounds intriguing. 
If we can mix Adlib and digi.... and GM and digi.... Why not 
Adlib and GM? Sounds like a good goal for the next iMuse 
revamp. ;)

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Comment By: Max Horn (fingolfin)
Date: 2002-07-28 10:59

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Ender, out of curiosity, which format is that? What tag etc.?

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Comment By: Charles Holding (cjholding)
Date: 2002-06-03 09:48

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I couldn't get sounds to work with Indy 4, got the Couldn't 
find MDhd! error, UK disk version.

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Comment By: James Brown (ender)
Date: 2002-05-19 08:49

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Okay, well, to further my previous comment.. they are 
stored in the resource file AS A DIFFERENT FORMAT. ScummVM 
currently doesn't understand the format, so defaults to 
adlib versions. And as I said, you cannot currently mix two 
soundengine types.


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Comment By: Richard (trinity78)
Date: 2002-05-18 07:51

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1.)

Indy4 - Atlantis in the german floppy version has no *.sou 
file. For me it seems that the indy 4 floppy version has 
the same format as the monkey 2 floppy version 
(monkey2.000, monkey2.001 and atlantis.000, atlantis.001, 
but no monster.sou or similar). So Indy 4 works fine (all 
sounds are there, no ScummVM error message), but Monkey 2 
doesn't (no sounds and ScummVM error message [Couldn't find 
MDhd!]).

2.) 

In DOTT, I can hear the clock ticking using -ewindows and 
there is no ScummVM error message either. No problems here.

3.)

To Monkey Island 2, I've noticed even using the adlib-
emulation only, that sometimes (rarely) the sounds are 
skipped with the message "Warning: SE::start_sound failed: 
Couldn't find MDhd!" appears.


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Comment By: Lionel Ulmer (bbrox)
Date: 2002-05-18 07:32

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As far as I know, most sounds FX in "Indiana Jones 4" and
"DOTT" are 'PCM' FX and not 'MIDI' FX (ie they are stored in
the .SOU files and generated, like the voices, by the PCM
part of your sound card, not the MIDI part).

Some others (like the clock in DOTT in the first time you
are in the mansion) are generated via MIDI. Do you hear
those with ewindows ?


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Comment By: Nobody/Anonymous (nobody)
Date: 2002-05-18 05:26

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Then I wonder why "Indiana Jones 4 - Atlantis" and "Dott" 
work fine. Do they not store the SFX in resource files?

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Comment By: James Brown (ender)
Date: 2002-05-18 01:00

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This is due to the fact that SFX in MI2 are stored in the 
resource file. We do not currently read the digital 
versions, and instead use adlib versions. Obviously 
disabling adlib engine will disable the adlib sound effects

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