![]() ![]() Tracks that use a lot of modulation, for instance, can easily be thrown off balance by having a soundfont that's too aggressive on the wrong instruments. BASSMIDI with modern soundfonts can be a big improvement, but it can also make it fall apart, depending on the game, track, and soundfont. System Shock was meant for SB16 and not General MIDI, and sounds wonky on pretty much any GM device.įor games actually composed with a Roland SC-55 in mind, MS's GM synth is usually adequate, if not necessarily amazing. It definitely explains why the General Midi playback for this is so ear splitting and unstable. I knew that the MIDI in Windows 9x/XP was a chopped down version of something and that is why it was always wonky in implementation. ![]() It just writes MIDI messages to the multimedia system, introduced in Windows 3.AdmiralBarrett: That explains a LOT. I've been writing a Windows program that plays the music from the System Shock XMI and BIN files roughly as they sound in the game. It just writes MIDI messages to the multimedia system, introduced in Windows 3.1, and still works in 10! I use this soundfont with it, and it sounds great! This really makes it difficult to replicate the music as it was originally with a modern music engine. It even gives priority to certain MIDI channels and randomly stops sequences. ![]() There are walking, peril, and combat sequences in various combinations, layers for nearby monsters, transition layers between sequences. Lately I've been looking at the source code released by Night Dive-the way music is played in particular. ![]() Originally posted by Deus:I'd usually say yes, but I just love the way music was programmed into the dos version of the game, at least giving the option would be great but for example Duke Nukem 3D Megaton Edition was prerecorded music only from MIDI on a specific sound chip (I don't know what it was) and I was not happy about that since I could get much better music with proper soundfonts with the classic version. ![]()
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