Opened 5 years ago
Closed 5 years ago
#11337 closed defect (worksforme)
King Quest VI CD and Roland MT-32 emulation with external Munt
Reported by: | cachaito | Owned by: | ZvikaZ |
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Priority: | low | Component: | Audio: MT32 |
Version: | Keywords: | ||
Cc: | Game: | King's Quest 6 |
Description
Hello, I'm using ScummVM 2.1.1 and latest Windows Munt release (in attachement). Munt tray icon recognize scummvm.exe but in game there is no music at all with MT-32 Synth Emulator [Windows MIDI] device in Audio tab. What's interesting, internal MT-32 emulator with the same *.ROM files is working.
Attachments (3)
Change History (18)
by , 5 years ago
comment:1 by , 5 years ago
Summary: | King Quest Roland MT-32 emulation with external Munt → King Quest VI CD and Roland MT-32 emulation with external Munt |
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comment:3 by , 5 years ago
Hi ZvikaZ, this "trick" helped (music is playing) although Munt software in tray bar doesn't recognize connected device anymore.
Cheers!
comment:4 by , 5 years ago
It's not "trick" - it's the required configuration...
Anyway, I don't understand what do you mean by Munt software in tray bar doesn't recognize connected device anymore
.
If it's important to you, please elaborate.
(BTW, have you tried to open the Munt GUI?)
comment:5 by , 5 years ago
By"Munt software in tray bar" I meant Munt GUI. Now during game I don't see it living (section: Partial state boxes are dimmed). I've tried to check all Audio Output devices with no success.
Please take a look at attached "munt_gui.png".
comment:6 by , 5 years ago
Strange. For me it's working...
Are you sure that it's indeed going through your external munt?
Can you post your scummvm.ini?
(it should be in something like C:\Users\your-user-name\AppData\Roaming\ScummVM\scummvm.ini)
BTW,
Let me elaborate why is it the required configuration:
MT-32 predates General Midi standard, and therefore, not complaint with it.
That's why ScummVM behaves differently when sending data to MT-32 device, or to GM device.
When you're using your external MUNT, it appears with [Windows MIDI]
- exactly like the regular 'MS GS Synth' (which is a GM device).
ScummVM only knows that it's sending to [Windows MIDI], it has no way to know what standard the device behind the [Windows MIDI] port is supporting.
Therefore, if you're connecting an MT-32 to a MIDI port - you have to select "True Roland MT-32".
When you're using the internal builtin Munt, this option is selected implicitly, without requiring the user the explicitly set it, because - well, we know that it's an MT-32.
comment:7 by , 5 years ago
Have you verified that your external Munt is working?
Without ScummVM, just with some MIDI file.
Tools->Play MIDI file.
comment:8 by , 5 years ago
ZvikaZ thank you for detailed explanation!
I will attach my *.ini file today after work. Munt was working with The Hand of Fate on ScummVM few days ago, but I didn’t try to play MIDI music with player. I will attach photo of working game with external Munt and ScummVM later on.
comment:9 by , 5 years ago
BTW,
I forgot to say...
Are you aware of the fact that KQ6 will probably sound better with GM mode, rather than MT-32 mode, right?
comment:10 by , 5 years ago
Hi ZvikaZ, it's embarrassing - I have had selected in tab Audio a "MT-32 emulator" music device instead of "MT-32 Synth Emulator [Windows MIDI]"... that's why Munt GUI didn't see scummvm.exe... And like you said, "True Roland MT-32" needs to be checked to enable music for MT-32 in KQ6.
Can you elaborate about: "sound better with GM mode, rather than MT-32 mode"?
comment:11 by , 5 years ago
Just google it for more information.
But the short version is:
MT-32 is older spec, GM is newer spec.
Each Sierra game's music was composed for specific device, and will (supposedly) sound best with that device, even if there is a possibility to use another devices.
(if we're not being purists, let's treat all GM-era devices simply as GM).
You can find such info on many place, a good example is:
https://en.wikipedia.org/wiki/List_of_MT-32-compatible_computer_games
Note that according to that list, KQ6 doesn't even support MT-32 (because it's too new). However, ScummVM "jumps through the hops" to support this, but it's not what the composers had a mind, and what the QA team tested.
After this, there'll be of course some people that will claim that specific game sounds better with some surprising device, but that's a matter of personal taste.
You can search the various forums, see YouTube comparisons, or test for yourself, if you prefer to.
comment:12 by , 5 years ago
Again ZvikaZ - thank you for all explanation! I don't understand two things though:
1) you wrote: "KQ6 doesn't even support MT-32 (because it's too new) but under DOSBox game setup Roland MT-32 is stated (attached photo: ka6_setup.png).
2) By writing GM (I understand it as General Midi shortcut) you meant other card emulation (SB/ GUS) or MIDI driver in system (called Microsoft GS Wavetable Synth for Windows)?
BTW. what do you think about using VirtualMIDISynth instead of Microsoft GS Wavetable Synth?
Best regards, Bart
comment:13 by , 5 years ago
- Well, that's a question for Wikipedia, as I just cited them ;-)
Anyway, I'll answer.
I assume that Wikipedia article meant that KQ6 doesn't *naturally* support MT32.
Sierra indeed supplied an MT32 driver, but it's only doing automatic translation of the GM (=General Midi, as you understood) score to MT32 commands.
Think of reading an English (=GM) book that was translated to French (=MT32) by the author himself (=natural support) or by Google Translate (=KQ6 MT32 support).
2.
Sound Blaster / Adlib is the very easy to setup, but its quality is very problematic. It's not a MIDI device.
If you can, always prefer MIDI devices such as MT32 (even for KQ6...) or General Midi.
3.
As for GUS - I'm not familiar with it. I've read that it's supposed to be good, but as far as I remember, isn't supported by ScummVM and Dosbox, so you'll need a physical one, if you want it...
4.
Microsoft GS Wavetable Synth - nice, but not good enough.
Prefer any SF (=Sound Font) supporting device, and load to it an SF of your choice.
I enjoy FatBoy (Google it), but again, which SF to prefer is probably a matter of personal taste.
5.
Why bother with VirtualMIDISynth?
Use ScummVM's natural Fluidsynth support. It's easy and very good.
6.
To summarize, we can say that for newer games:
GM(SF)->GM(Microsoft GS Wavetable Synth)->MT32->Adlib
And for older games:
MT32->GM(SF)->GM(Microsoft GS Wavetable Synth)->Adlib
Is your game new or old? Check with that Wikipedia article, or other similar resources.
comment:14 by , 5 years ago
ZvikaZ, you gave me a lot of thinking! Great explanation about MT-32 too.
Let me shortly answer for your fifth point, rest of them are clear!
- Why bother with VirtualMIDISynth? It was for DOSBox mainly. Along with "Arachno SoundFont - Version 1.0.sf2" it was doing well. Good to know about native FluidSynth in ScummVM and mentioned by you earlier FatBoy Sounf Font. Will check this out right away!
comment:15 by , 5 years ago
Owner: | set to |
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Resolution: | → worksforme |
Status: | new → closed |
Munt version