elic Posted June 27, 2011 It seems like a few of the Duke 3d midis (such as "pob" and "missimp") don't play correctly in zdoom. Does anyone know what causes this, and if it's possible to fix? 0 Share this post Link to post
Jimmy Posted June 27, 2011 When you say don't play "correctly", I assume you mean one of the following: (1) They get royally messed up when converted to MUS. The solution: don't do this. :P (2) They don't sound the same as they do in Duke3D. This is because Lee Jackson, bizarrely, duplicated (nearly) every track in the MIDIs and assigned them a different instrument. FM synthesis sound cards play the songs with these alternate instruments. The game plays them on the normal instruments. (3) They don't loop properly. A side effect of (1) - MUS doesn't support the loop point controllers in MIDI. (4) Some instrments play a key or two lower than they should. This one mystifies me, to be honest. (Certain other perpetrators are GOTHAM and PLASMA.) Try changing your MIDI device and see how they get played then. Is this helpful? :) 0 Share this post Link to post
Gez Posted June 27, 2011 Or maybe it's that one: (5) They don't play the same as in a normal MIDI player that doesn't know about the Apogee extensions. But if you compare with how they play in Duke 3D, they do play the same. 0 Share this post Link to post
elic Posted June 27, 2011 They work fine in Prboom. I use Microsoft GS Wavetable Synth in zdoom. Looping isn't the problem, Pissed Office Box sounds messed up right the the beginning. 0 Share this post Link to post
Gez Posted June 27, 2011 Using this as a reference, it sounds normally to me. The instruments aren't as good as in that YouTube record but that's just a question of MS's wavetable being a poor travesty of the Roland VSC. 0 Share this post Link to post
elic Posted June 28, 2011 When I play it in zdoom the notes play at the wrong time and the instruments are all wrong. In the video the instruments are just a little different. 0 Share this post Link to post
Gez Posted June 28, 2011 Works for me, so I dunno what's up on your side. Did you convert or modify the file in any way? Can you record your ZDoom playing the song and your PrBoom doing the same? 0 Share this post Link to post
natt Posted June 28, 2011 I assume this is for your community chest map? I'm not very familiar with the project, but isn't one of the requirements using nothing beyond the basic boom featureset? If that's the case, then you should really stay away from apogee emids. Preprocess them to regular arse mids first. 0 Share this post Link to post
elic Posted June 28, 2011 It works in PrBoom, and it's probably fine in Boom too. I changed the music to something else, but I'd still be intrested in learning what causes this. 0 Share this post Link to post
Gez Posted June 28, 2011 I don't think anyone can help you without the reference recordings I asked. By the way, I'm still not convinced that Boom is right and ZDoom wrong in their rendition of a MIDI that uses custom Apogee controllers which are implemented in ZDoom but not in Boom. 0 Share this post Link to post
elic Posted June 28, 2011 Just changed the MIDI player to FMOD, works fine now. Thanks for the suggestions. 0 Share this post Link to post
natt Posted June 28, 2011 Gez said:By the way, I'm still not convinced that Boom is right and ZDoom wrong in their rendition of a MIDI that uses custom Apogee controllers which are implemented in ZDoom but not in Boom. I agree with you. I'm pretty sure SDL_Mixer doesn't implement any of the apogee stuff, and I know for sure that the midi code I wrote doesn't. 0 Share this post Link to post