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Messages - MusicallyInspired

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1486
Forum Support and Suggestions / Re: User-submitted tutorials / How-To's
« on: November 28, 2010, 09:59:18 PM »
Even if the forum how-to's are converted, there should be no reason to remove the forums version. It is handy for conversation.

1487
Yep :). As long as you flag the channels as New GM and the lead channel as PC Speaker in SoundBox.

1488
SCI Development Tools / Re: Source Release of SCI Companion?
« on: November 27, 2010, 10:21:27 AM »
Troflip used to be an active member of the community way back. I don't remember why he didn't want to open-source it. Maybe because it wasn't quite finished? I don't know. At any rate, it doesn't really matter if one is more modifiable than the other at this point in time because nobody is really making any changes anyway. Although, Omni has been taking a look at the source lately and is making heads and tails out of it, which is exciting.

1489
Forum Support and Suggestions / Re: PM history broken?
« on: November 27, 2010, 10:18:39 AM »
I never have anything in the Outbox, but I still have my 11 messages in my Inbox. Weird.

1490
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.

  • You can use one channel for multiple outputs (MT-32, Adlib, Tandy, etc) as long as that channel follows the rules for each output.
  • You can use any channel for any output except the MT-32, which can only be on channels 2-9 (9 being the drum channel I think).
  • The PC Speaker channel can be any channel (usually channel 1) but cannot have more than one note playing at a time.
  • The PC Speaker channel should carry the fundamental of the theme of the sound file. The lead instrument, if you will. Because the PC Speaker driver is only one channel anyway, it should contain everything that makes the theme recognizable. You can make this an alternate channel (not the same channel as an Adlib or MT-32 channel) and rework it so it efficiently contains both lead and melody elements. Think how SCUMM games sound in PC Speaker where there's never more than 1 note playing at a time but you can hear lead and melodic elements playing quickly taking turns, if that makes sense.
  • The PC Speaker channel is also one of the three Tandy 3-voice channels, to save on file size. The other two being whatever other channels you want, but they can each only have 1 note playing at a time.
  • I'm not sure if there is a limit to how many Adlib channels you can have, but most Sierra sound resources only have 5. These are also Yamaha and Casio channels usually. I don't have either the Yamaha or Casio hardware to hear what it would actually sound like, though.
  • Most of the time the Adlib channels are the same as the MT-32 channels with a few exceptions, one being if an MT-32 channel has too many voices playing at once requiring a new alternate channel composed slightly differently to meet the requirements of the Adlib polyphony voice count.
  • Adlib does not have a drum channel because of the way it processes its instruments. So channel 10, while usually being the standard drum channel of almost any MIDI device, is a melodic channel and not actually a drum channel in an SCI0 sound resource.
  • An Adlib channel cannot be on channel 9 for the above reason because channel 9 is the MT-32's drum channel.
  • The Initial Voices field in Soundbox in Channel Properties is meant only for Adlib channels. It doesn't affect PC Speaker, Tandy, or MT-32 output at all.
  • As a whole, a sound resource cannot have more than 7 or 8 Adlib voices at a time (I can't remember exactly which, 8 makes more sense, though, but you can experiment). So you have to compose your Adlib channels in such a way that there are never more than 8 notes playing at any one time across all Adlib channels. And an Adlib channel will never play more voices than the number specified in the Initial Voices field of that channel. So you can have one Adlib channel with 8 Initial Voices or 5 Adlib channels with an Initial Voices sum of 8.
  • The above Adlib rules only apply to the ADL.DRV which is a mono Adlib driver. If you use the SCI0 SNDBLAST.DRV instead you have a much higher polyphony limit which is unaffected by the Initial Voices field, and it's also in stereo.
  • I'm not sure how vital this is, but channel 10 (channel 9 in Soundbox) always has an Initial Voices setting of 128. I'm not sure why but I've kept it this way in all my sound resources just in case it's important.

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.

1491
SCI Syntax Help / Re: How to use Qualifying Adjectives with the parser?
« on: November 26, 2010, 05:44:24 PM »
Nice! I need to find time to implement this...

1492
SCI Syntax Help / Re: Giving command to animate
« on: November 26, 2010, 05:43:51 PM »
You mean, the parser interpreting something and cuing a procedure without actually coding it in?

1493
Nice! This place feels more alive with a news update every once in a while. I think you did fine. Simple and concise bulletins are all that is needed. Great job.

1494
SCI Development Tools / Re: Source Release of SCI Companion?
« on: November 26, 2010, 12:31:11 AM »
What others are we talking about? I thought Brian was the only one who worked on SCI Studio ever.

1495
SCI Development Tools / Re: Source Release of SCI Companion?
« on: November 25, 2010, 07:29:25 PM »
So you did! Excellent! I have no further reason to use Studio anymore. IIRC, Companion's compiling method is much more efficient and space saving than Studio's.

1496
Forum Support and Suggestions / Re: Strange happenings
« on: November 25, 2010, 01:45:46 PM »
This is still an issue. Randomly when the index page shows some new posts in a forum, when you enter those sub-forums the little "New!" image which flags a thread as having new posts doesn't show up. It's weird. It's completely random.

1497
SCI Development Tools / Re: Source Release of SCI Companion?
« on: November 25, 2010, 11:28:52 AM »
Don't knock Companion, it's far better than Studio in many ways and it's a LOT less buggy. I use it for the bulk of my SCI editing. The only reason I even use Studio anymore is to compile my scripts because for some reason whenever Companion compiles ScummVM gets a stack overflow whenever you launch the game in question. Not that I write games specifically for ScummVM, but it's nice to have compatibility on all fronts.

Studio may be open source but nobody's done anything with it since Brian left and since troflip created Companion. So Companion is still the better tool, in my opinion. Still waiting for someone with some know-how to improve on the source for Studio and possibly finish Studio VGA, though.

1498
SCI Development Tools / Re: Parser
« on: November 24, 2010, 04:29:50 PM »
I'd personally like to have the KQ1SCI interpreter because it supports scrolling backgrounds.

1499
SCI Development Tools / Re: Parser
« on: November 24, 2010, 03:14:27 AM »
I honestly have no idea. If any of us did I image we'd have done something with the SCI Studio VGA source code by now.

1500
SCI Development Tools / Re: Parser
« on: November 24, 2010, 12:37:07 AM »
We're kind of limited to whatever version of the interpreter Brian turned into the template game.

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