Understandable, troflip.

Forgot that you mentioned that wasn't realistic.
I already mentioned AddWave, which is included in the SCI Sound Utilities, along with Gumby's ExtractWav. If it is not that big of a deal to include it in the IDE, that would be great, but I would give it a lower priority than other features since it was only used for a few games. This might be nice for creating patches for the official games, but for game creation using SCI1.1 should not be that much different esthetically than SCI1 and would give the advantage of discrete digital sounds.
No, I know. I was just agreeing with you that we could simply use AddWave. However, I'd still like to be able to create an SCI1 game with all the features that SCI1 games are capable of, because AddWave only works with SCI0. But I'm crazy and I wouldn't just use SCI1.1 because it's better lol. A fully-featured package is what I'm hoping for eventually; the ability to create everything Sierra could with their respective versions of SCI (up to SCI1.1 at least). With the possible exception of SCI01, which had a couple of extra features over SCI0 like screen scrolling.
As far as how Sierra implemented pairing of MIDI/digital sfx, I only know how they handled it for SCI0 and early SCI1, which is obvious at this point. Never really delved into that aspect for later versions as we had no tools to make anything with them anyway. One area I was never curious about....now you've made me curious. I wonder if it's as simple as having a conditional block of code in the scripts calling for whether the game is running with digital sounds or not? I do know that some games do not have any MIDI equivalents of sound effects at all. There isn't a variation for SQ5's "Doh!", for instance. But there is for when the janitor closet contents spew onto the floor. Maybe it's just as simple as that? Not having equivalents if there are no sounds with the same number for both MIDI and digital?
I don't think that they did it for more than SCI0 and early SCI1. SQ5's interpreter has both a flag for soundDrv and audioDrv, so there would be little reason to embed digital samples in the sound resources. You had to have SB capable hardware to hear the samples, whether embedded or a discrete resource.
Yeah, that's what I said. lol I'm talking about corresponding numbered digital AUD resource files to MIDI SND resource files, like troflip mentioned.
Yes. Yes it is.
What if we want to be like Sierra sometimes and make 4 different versions of our games (like Mixed Up Mother Goose)? EGA Parser SCI0, EGA parserless SCI1, VGA parserless SCI1, and VGA SCI1.1? Or we could just do it ourselves with AddWave.exe...
Well, it might be fairly trivial to add it. But I won't have that as a goal.
I'd really like to be able to add digital sounds to my SCI0 and SCI1 games...
I tried adding audio resources for some of the sounds in the opening of SQ5. The midi sounds for the corresponding resource numbers stopped playing, but my sound was also not played. So it looks like it's not quite as simple as that. Maybe the sound resource needs to be modified slightly too? I tried looking through the SCUMMVM code to see how they handle it, but it wasn't obvious. Or maybe the midi sound and the digital audio need to be exactly the same length?
That seems unlikely to me. A case of extra scripting would be my first guess. But I could very well be wrong.
I'm sure there is. The sounds in SQ5 are all 11025Hz. I tried using a 22050Hz one and that worked too. I think the main limit will be the total byte size of the audio though. Everything in SQ5 is under 64KB, which means the samples are only a few seconds long at most. LSL6 (which I think is a slightly later game than SQ5) has several sounds larger than that (and it also uses 16 bit audio instead of 8 bit).
Fascinating. I wonder if the interpreter can handle up to 44100? I imagine not. Most DOS games of that era were limited to 22050.
So for music, you may still need to use midi, or something like sciAudio.
Oh, no I wasn't asking for that reason. Just curious about the limitations. I'd never use sciAudio for music personally. MIDI is too much fun.

Adlib ftw!