[ scummvm-Feature Requests-758457 ] ALL: Favor Adlib over MT32 for SFX tracks
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Mon Jul 14 10:46:57 CEST 2003
Feature Requests item #758457, was opened at 2003-06-21 11:33
Message generated for change (Settings changed) made by jamieson630
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 1
Submitted By: Marek Roth (logicdeluxe)
Assigned to: Jamieson Christian (jamieson630)
>Summary: ALL: Favor Adlib over MT32 for SFX tracks
Initial Comment:
I don't know if you can easily distinguish between
music and SFX, e.g. recognise if a midi resource is
used for a sound effect or is it part of the musical score.
The problem is, that the MT32-to-GM translation is good
for music, but not that good for SFX, e.g. open and
close doors doesn't really sound like doors with a GM
wavetable when multi-midi is enabled. A priority like
Sample > Adlib > MT-32 would be usefull while all
musical scores should play the MT-32 version regardless
of the existance of other formats.
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Comment By: Jamieson Christian (jamieson630)
Date: 2003-06-22 14:36
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Some examples of Adlib-only tracks that require multi-midi if
you're using a native driver are the clicking sound during the
MI2 copy protection screen code wheel, the sound when you
pull the shovel off the sign in Woodtick, and the sound of the
carpenter's hammer. But I digress....
I am not aware of anything in the resources that specifies
whether a sound is music or SFX. Consequently, the only
solution I can see would be a hack that takes into account
the SIZE of the resource -- i.e. we MIGHT be able to get
away with assuming that sound resources that are sufficiently
small are probably SFX rather than background music. At this
time I would prefer not to implement such a hack until I've
consulted with the project leads.
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Comment By: Marek Roth (logicdeluxe)
Date: 2003-06-22 04:01
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I think multi-midi is ment in order to enable adlib sounds
while all the GM or MT-32 is played at the same time, which
was not possible in the original interpreter.
And I am not refering to ADLIB ONLY effects. In fact, they
seem to play just fine. I am not aware of any sound effect
that only plays with multi-midi at all.
Well, some examples: Just start Monkey Island 2 with
multi-midi enabled. You hear a perfect Adlib sound while the
code wheel items are shuffling. Then in the next screen,
when you select the difficulty level you hear some dull MIDI
noise. At this screen the Adlib equivalent would be more
appropriate. This goes for all sound effects where an MT-32
and an Adlib version exists. As I mentioned before, this
includes almost all doors in MI2 and FOA. In case of that
door, I hear some sound of the drums which really don't have
similarities to a door sound.
Or in MI2, when you dig for the bone at the graveyard, gun
shots play. Also here the Adlib thunder sound would be more
appropriate.
There is no problem with the Adlib only sound effects as in
MI2 the fire crackles correctly, the sound when broking the
shovel from the sign sound well etc.. Sampled effects like
the spit from the barkeeper play fine as well. There is no
problem with the music, at all. The translation just works
fine, and I think the quality is comparable with the DOTT
midis for example. Because that I asked for distinguishing
between music and sfx.
This feature request should probably an option which is only
used when MT-32 is translated to GM not when native MT-32 is
enabled as that device would understand those effects correctly.
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Comment By: Jamieson Christian (jamieson630)
Date: 2003-06-22 00:39
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Wait a minute.... You're asking for better SFX under multi-
midi? In that case, I have to assume you are referring to
sound effects that you don't hear AT ALL unless you use the
multi-midi option. If that's the case, here's why: those sound
effects are ADLIB ONLY. They are not MT-32, they are NOT
suffering from bad MT32-to-GM translation. They are going
through the Adlib MidiDriver and will sound exactly the same
regardless of your wavetable synth hardware (which they're
not even using).
In the case where a native driver has been selected, GM
tracks take first priority, followed by ROL tracks (MT-32 with
GM translation). Adlib is used ONLY if the other two are not
present AND multi-midi has been selected to allow an Adlib
driver to run in parallel with a native music driver.
If the above is NOT what you are referring to, please give
specific examples (game, location in game and action taken)
where you think the SFX are not sounding appropriate, and
list all command line options and config file options used to
run the game.
Lowering priority; I suspect this feature request arises out of
a fundamental misunderstanding of what multi-midi support is
for.
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