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SCI Programming => SCI Development Tools => Topic started by: Cloudee1 on November 26, 2010, 09:21:34 PM

Title: Alright Brandon, walk me through this sound crap.
Post by: Cloudee1 on November 26, 2010, 09:21:34 PM
So after playing some jummybummy 2, I've decided I really need to step up my sound support. I don't know why I haven't known about that sound driver before, what configuration does it play? but anyway, I have a 4 instrument track midi that I am going to arrange for my purposes... Step 1. where should I place my tracks? Aren't there some that you need in certain places or not depending on sound card config.
Title: Re: Alright Brandon, walk me through this sound crap.
Post by: gumby on November 27, 2010, 12:53:21 AM
I'm not there yet, but I futzed around with the sound stuff and I need help too (but from a very, very, very basic level).  We need a good how-to with your tool of choice, if you have time please.
Title: Re: Alright Brandon, walk me through this sound crap.
Post by: MusicallyInspired on November 27, 2010, 03:11:49 AM
Sure, guys. I definitely need to write out a bit of a walkthrough. What I've learned so far I've seen from opening up sound resources from Sierra games in SoundBox. A proper MIDI file engineered to run through SoundBox to create an SCI0 sound resource will not sound correct when played through a MIDI player because there are multiple copies of instruments on different channels to playback through the different sound drivers (ADL.DRV, STD.DRV, MT32.DRV, etc). Some guidelines I've learned (and I'll update later if I remember some other details)"

Classic Adlib/MT-32/PC Speaker/Tandy 3-voice Support

You can use the ADDWave.EXE program to append a digital sound file to a sound resource with this method and if you're using SNDBLAST.DRV or MTBLAST.DRV you will hear it in-game instead of the MIDI sound.


NOTE: All the channels I've listed here are the proper MIDI channel designations (1-16). Soundbox numbers them from 0-15 instead, so just be aware of that when you're creating your MIDI file and running it through Soundbox. I think this was kind of a silly way to do it, but there it is.

Standard General MIDI Support (like Jummybummy 2) *You cannot have digital sound effects with this method*

You can completely ignore the huge guidelines list above if you go this method. It's actually very very simple. If you just want to run a General MIDI file through SoundBox you can do that instead and have it support just General MIDI rather than PC Speaker, Adlib, Tandy, MT-32, etc. Just import a regular MIDI file into SoundBox, flag every channel as "New GM", and use the fanmade General MIDI driver (MPUMIDI.DRV). You just need to make sure that however you play the game you're going to have a General MIDI device to hear anything. So that's probably not going to work with Command Prompt in Win2k, XP, Vista, or 7. If you're using DOSBox you'd have to set up your DOSBox settings to point to your Windows MIDI Mapper. Your sound resource won't be compatible with Adlib, MT-32, PC Speaker, etc if you choose this method.

That's all I can think of right now. Hopefully that's helpful. I tried to be as clear as I could. If you have any questions please ask and I'll do my best to explain.
Title: Re: Alright Brandon, walk me through this sound crap.
Post by: Cloudee1 on November 27, 2010, 03:05:27 PM
So basicly just aim for the mpumidi and internal speaker and damn the rest... That's what I got out of all that lol. I must say though, it is pretty cool to hear a gunshot come out of my shoot em up game.
Title: Re: Alright Brandon, walk me through this sound crap.
Post by: MusicallyInspired on November 27, 2010, 03:50:25 PM
Yep :). As long as you flag the channels as New GM and the lead channel as PC Speaker in SoundBox.
Title: Re: Alright Brandon, walk me through this sound crap.
Post by: gumby on November 27, 2010, 06:39:56 PM
How do I insert/import a sound resource into a game & then utilize it (Companion environment specifically)?  Everything after the actual sound creation?
Title: Re: Alright Brandon, walk me through this sound crap.
Post by: Cloudee1 on November 27, 2010, 07:02:06 PM
After you have your midi and ran it through soundbox, you should have a SOUND.000 file. Using either editor you want to finf "add resource" then just select your resource. In this case sound, but also works for adding views, pics... save the resource as whatever number  you want and then play it as gthemusic, gthesoundfx, or a sound instance of your own creation.
Code: [Select]
(send gthesoundfx:number(XXX)loop(1)play()) and thats as far as I can get you. I don't know anything about loop points etc...
Title: Re: Alright Brandon, walk me through this sound crap.
Post by: gumby on November 27, 2010, 07:33:32 PM
Well that's easy enough.  I wonder why it was so difficult for me the last go-round.  It's no different than adding any other external resource (vocabs, texts, etc).

Maybe I got hung up with the digital sounds...  I wish I could remember.  I'll have to give it another shot.