[ scummvm-Feature Requests-758457 ] better multi-midi priority for SFX
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Sun Jun 22 11:01:45 CEST 2003
Feature Requests item #758457, was opened at 2003-06-21 18:33
Message generated for change (Comment added) made by logicdeluxe
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 2
Submitted By: Marek Roth (logicdeluxe)
Assigned to: Jamieson Christian (jamieson630)
Summary: better multi-midi priority for SFX
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: Marek Roth (logicdeluxe)
Date: 2003-06-22 11:01
Message:
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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 07:39
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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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