OPL music in Doom II's map12

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Nash
 
 
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Re: OPL music in Doom II's map12

Post by Nash »

Confirming Coon's discovery. I didn't even need to listen to Xaser's examples to tell that in ZDoom, the fundamental note of the bass can't be heard clearly (as Bashe puts it, it sounds dissonant).

EDIT: I am acknowledging that ZDoom's OPL emulation produces a different result than vanilla... but do I really care about it or not? Most probably not. I only use the OPL mode when I'm in the mood to play ZDoom in vanilla mode, which isn't often... and I would most probably be able to ignore the fact that MAP12's music isn't emulated perfectly because I'd be busy blasting away demons anyway...
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randi
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Re: OPL music in Doom II's map12

Post by randi »

It sounds like the MUS library gets dual voice instruments wrong. I would need someone with a DOS machine that can run the player to confirm that for me, though.
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Xaser
 
 
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Re: OPL music in Doom II's map12

Post by Xaser »

Cripes. I would gladly volunteer for the task, but sadly my DOS machine is crippled in terms of data transfer -- floppy drive broken, won't accept burned CDs or flash drives, modem broken, no Ethernet capability, etc. It's basically a deserted island in the Bermuda Triangle of Xaserworld. Or some other wacky analogy.

I *may* search around a bit this weekend to see if there's a DOS-based system somewhere 'round my Dad's place. He may have something lying around, but I'm quite sure another fellow forum staple will as well. ;)
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Re: OPL music in Doom II's map12

Post by Project Shadowcat »

You could get another floppy drive. >.> How much are they, $20?
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Xaser
 
 
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Re: OPL music in Doom II's map12

Post by Xaser »

Well, I'd need two (one for this computer as well), as well as locating a floppy that actually works (cheap, but not the most well-stocked item ever), plus the months poured into constant prayer that the floppy doesn't accidentally get breathed on wrong causing the data to go corrupt during the three-feet journey from one computer to the next.

Not that hard, really, so it really boils down to a matter of "I'm too lazy to do it". ;P
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Re: OPL music in Doom II's map12

Post by Project Shadowcat »

Heh. That certainly complicates matters.
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Re: OPL music in Doom II's map12

Post by HotWax »

Xaser wrote:plus the months poured into constant prayer that the floppy doesn't accidentally get breathed on wrong causing the data to go corrupt during the three-feet journey from one computer to the next.
Psssh! In my day, you worried about them getting bent on accident, or dust getting into the paper sleeve and scratching the directly-exposed magnetic disc. You kids and your newfangled "hard" discs. :P


Image
Note: Not a safe storage method.
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Enjay
 
 
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Re: OPL music in Doom II's map12

Post by Enjay »

5¼" floppies? Luxury.

Image

;)


I've actually been trying to track down a few people who I thought had old DOS machines, or machines that can be booted to DOS at least. However, most of my best bets no longer have their machines it would seem. My dad had a '98 machine but it was never set up for games so I don't know how easy it would be to configure to get Doom working on it. To be fair, the machine hasn't been touched for a while so I can't even guarantee that it works but next time I'm near it, I'll see what I can do if this is still outstanding. I'm sure that I have an old generalised floppy boot disk that used to be pretty good at getting most machines to boot up in a gaming config. However, a few weeks ago I went on a floppy-disk throwing out spree. :?
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Rachael
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Re: OPL music in Doom II's map12

Post by Rachael »

Just take the old hard drive out and put it in your new machine, and copy the files.

You have a computer still that has an IDE bus, right?

If not, this might come in handy, but it can solve a whole world of issues beyond this, it's definitely worth having. -> http://www.inland-products.com/singlepr ... tnum=08412
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Re: OPL music in Doom II's map12

Post by Delta »

Heh, I still remember having a tape drive in one of machines somewhere.

Anyways, I happen to have a Machine (A really REALLY old laptop from 1996 IIRC) that can be booted to DOS. Not to sure how this will turn out but I'll give this a shot.

Edit: Now how do I exactly go about testing dual voice thing? My guess so far is that it has to do with the option "/1" which says "Don't use double-voice instruments (OPL2, OPL3)"

And one last question, do I have to use the GENMIDI that comes with Musplayer or extract the one from my Doom2.wad? (I noticed the Doom2.wad version makes it sound more like it does in Zdoom so I'm assuming so far the latter unless someone tells me otherwise).
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Re: OPL music in Doom II's map12

Post by randi »

You want to test it with double-voice instruments enabled, not without. Does it sound like that clip from ZDoom, or does it sound like that clip from Doom in DOS? I want to know if it's a problem with the emulator or a problem with the player. By having somebody run the player on a machine with real OPL hardware, the player will be the only variable.

Use the GENMIDI from doom2.wad. That's where the instruments live, so if Musplayer has a different version, it won't sound the same.
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Re: OPL music in Doom II's map12

Post by Delta »

From what I can tell it sounds more like Zdoom 2.3.0.

While this isn't the best recording (I have no way to record sound data in DOS, if there's a way I'll upload better sample :)) I attached a sample of what I could hear on my ancient laptop, if it helps anyone.
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OPL_Sample.zip
(82.83 KiB) Downloaded 50 times
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Xaser
 
 
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Re: OPL music in Doom II's map12

Post by Xaser »

The zip file is corrupt. Unless something's incredibly screwed-up on my end, which I doubt.

[EDIT] -- Okay, Doubting Thomas me. Must be something weird going on here after all. :P
Last edited by Xaser on Fri Mar 13, 2009 5:06 pm, edited 1 time in total.
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Re: OPL music in Doom II's map12

Post by Bashe »

Worked for me. :?
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randi
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Re: OPL music in Doom II's map12

Post by randi »

Can you get a longer clip? It's hard to tell with just that.
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