I'm glad to hear that it worked!
Regarding the sound issue, I might give a hand here, to automate the manual work needed, but I don't really understand the problem definition.
I have done some work on ScummVM's sound code, but I never touched the sound format itself.
Can you refer me to specs, if any exists, of the old and new formats? Examples of game or two that uses each format?
And what happened to loop points in the new format?
And I didn't understand the comment regarding # of voices channels.
Here is the
SCI Sound format specifications by Ravi Iyengar. It's more focused on SCI0 sounds and Amiga and Macintosh SCI1 sounds for some reason. There's no information about standard SCI1 sound resource specs that I could find. I do know the difference between SCI0 and SCI1+ sound resources aren't much but among them is that SCI1 sounds can have multiple tracks per channel which makes it easier to assign instruments to different music devices because you can assign multiple music device instruments using their own tracks to a single MIDI channel. The interpreter just ignores the other tracks for the music devices not being used. SCI0 sounds can only have one track per channel so you're limited to 15 tracks and have to share notation with other music devices (Adlib and MT-32 for instance).
As for the "# of voices" thing, part of the SCI sound resource specification is to assign an "initial voices" value to each channel. This is a value that SCI reads and tells the Adlib music device specifically how many voices can sound at the same time. Adlib is limited to 8-voice polyphony and no more (unless you use the SBPRO driver which is stereo OPL3 and you have 16-voice polyphony instead). So each Adlib dedicated track/channel must have an initial voices value set to properly control the polyphony. Ravi's "SoundBox" was a program he wrote to convert MIDI files to SCI0 sound resources and it allows the user to assign the "initial voices" value for each channel. This feature is not implemented in SCI Companion because it was designed mainly around GM MIDI import only and never really considered other music devices.
As for loop/cue points, I'm not sure exactly what has changed there. I would assume it was the same. However, Collector was suggesting that one extract the SCI sound resources to MIDI and then reconvert them to SCI1 sound resources. This process wipes the cue and loop information because they don't have a standard MIDI format equivalent. Hence they'd have to be re-implemented by hand. Having a proper converter to convert SCI0 sound resources to SCI1+'s format would negate this issue. I've looked into it but my code fu is weak.