[SEEKING] Intended Doom SC-55 Music

The FM synth patches in the genmidi lumps in the IWADs sound like...breath noises, I guess.

"The Call of Death" and "Spook" are two songs from Duke Nukem 3D that also use PC#122 and are composed by Robert Prince. In an older thread on VOGONS forums, someone commented that the breath noise sounds out of place in those songs. They said they thought the key click sound (used on the early SC-55 module) was supposed to simulate dripping water in those tracks, and thus be the "correct" instrument.

I decided to contact Robert Prince about this, and ask what the "correct" instrument is.

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MusicallyInspired said:

Yes. :)


Beautiful :) I am really looking forward to it.

TheUltimateDoomer666 said:

I decided to contact Robert Prince about this, and ask what the "correct" instrument is.


Speaking of which, I'd be interested to hear Map09's music "remixed" to how it originally was intended;

Bobby Prince (http://www.doomworld.com/classicdoom/info/music.php?wad=doom2.wad)

Originally I had a piano playing the part that the harpsichord is playing but no one at id liked the idea of a piano in any of the music. As a joke, I changed the patch to the harpsichord. I expected everyone to voice opposition, but everyone seemed to like it -- so, I left it in!


From the sound of it the instrument was simply swapped out, so it could be a 1-step process to replicate the song's original form.

Only as a bonus track, mind you.. [MusicallyInspired] :D

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For those who were waiting patiently, I've finally gotten around to putting together the uncompressed Doom soundtrack. Currently available are OGG and MP3 packs, but I'm uploading the FLAC pack as I type and will let you know when it's done.

Doom SC-55 Uncompressed Soundtrack

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Nabbed, and also hopefully awaiting Doom 2 editions.. :}

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The FLAC version was up pretty swiftly, it seems, as it was up and running already yesterday when I initially saw your post.

I used to possess these kick-ass Sennheiser HD650s, but unfortunately I've misplaced them... Once I get them back, I look forward to checking out the FLAC versions too - I already have them downloaded and ready. :)

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Awesome to see the progress made on your sc55 project, can't wait to listen to the two new releases =D

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Back in ~2008 i stumbled upon the SC-155 .flacs by Logicdeluxe. I was impressed and decided to buy a SC-55.
I noticed the difference on the drums for the doom 1 soundtrack. The recording had chorus/reverb but with my SC-55 (hooked via usb with a Edirol UM-1G) it didn't. (.mus / zdoom / dosbox..)

He pointed me to the midi files he used but no reverb. Weird since his doom 2 recording has no effects.

Anyway the drums sound cool with some reverb and chorus.

-
edit, after some testing, the settings to obtain the same sound than LogicDeluxe's Doom 1 recording :

Send a GM/GS Reset
tap ALL and set Reverb 127 / Chorus 64
untap ALL, go to PART 10 and set Reverb 60 / Chrorus 100
(Instrument 1-9 should be at default 40 / 0)

Your doom soundtrack will sound super punchy

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TheUltimateDoomer666 said:

The FM synth patches in the genmidi lumps in the IWADs sound like...breath noises, I guess.

"The Call of Death" and "Spook" are two songs from Duke Nukem 3D that also use PC#122 and are composed by Robert Prince. In an older thread on VOGONS forums, someone commented that the breath noise sounds out of place in those songs. They said they thought the key click sound (used on the early SC-55 module) was supposed to simulate dripping water in those tracks, and thus be the "correct" instrument.

I decided to contact Robert Prince about this, and ask what the "correct" instrument is.


Hello. Because i thought that "Fl.Click" doesn't really sounded more "correct" than Breath Noise, i contacted Mr Prince about the issue (concerning Doom 2 & Duke3D). He said he used a GM compatible device (SC-55 "v2") and that the "Breath Noise" was the correct instrument !

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@Musically Inspired, say, regarding the "loop points" that you've achieved on this soundtrack, could you possibly be kind enough to add them to the MP2-files available of the DOOM soundtracks here on Doomworld too as an "extension of the MP2s" since they currently don't loop immediately in-game?

I've used the MP2s as place-holders for a mod and intended to switch over to your renditions of the music but they were a little too authentic for my needs and lacked the "boom!" that the MP2 soundtrack had.

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crmb said:

after some testing, the settings to obtain the same sound than LogicDeluxe's Doom 1 recording :

Send a GM/GS Reset
tap ALL and set Reverb 127 / Chorus 64
untap ALL, go to PART 10 and set Reverb 60 / Chrorus 100
(Instrument 1-9 should be at default 40 / 0)

Your doom soundtrack will sound super punchy


I'm aware of the differences, but as you pointed out the chorus/reverb settings are not present in the original files and my aim was to go for a more authentic feel. I've already made two versions of the Doom and Doom 2 soundtracks (mastered and raw) and that's about as much meddling as I want to do with the originals. Plus, I've still got TNT, Heretic, Hexen, and ROTT (again) to record so it's not worth my time. :)

gemini09 said:

@Musically Inspired, say, regarding the "loop points" that you've achieved on this soundtrack, could you possibly be kind enough to add them to the MP2-files available of the DOOM soundtracks here on Doomworld too as an "extension of the MP2s" since they currently don't loop immediately in-game?

I've used the MP2s as place-holders for a mod and intended to switch over to your renditions of the music but they were a little too authentic for my needs and lacked the "boom!" that the MP2 soundtrack had.


I replied to your email but I'll repeat it here for others. You can't add custom metadata loop tags to MP2/3 files. Not even my MP3s have them. They're only for listening pleasure. You could convert them to OGG but that would degrade the quality further. It basically consists of LOOPSTART and LOOPEND tags that hold the loop point values in either samples or milliseconds. You could use something like Audacity to find the exact points in those values.

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Thanks for the quick replies. I also replied by e-mail :-]

Anyways, I'd like to make a public request for loop points with those MP2s as OGGs.

Converting them will as you mentioned degrade the quality and that kind of was the whole point of using the MP2s in the first place, and I have neither the equipment to record them anew nor relevant experience to the task at hand.

Checking just the individual MP2s however, I notice that there's a brief moment of silence at both the beginning and end of track MAP09 for example, so maybe by deleting those in something like Goldwave can provide me with a seamless loop in-game --- by doing this it should playback immediately in VLC, and while it perhaps doesn't do that by default, I believe there was an option for it --- or maybe that was Winamp, but in any case there is hopefully some setting like that in GZDoom as well, or at least there ought to be :-)

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If you're worried about quality then convert them to FLAC instead - that supports loop points.

What are the MP2s recorded on? I assumed they were from an SC-55 too - is that not the case?

gemini09 said:

Checking just the individual MP2s however, I notice that there's a brief moment of silence at both the beginning and end of track MAP09 for example, so maybe by deleting those in something like Goldwave can provide me with a seamless loop in-game

Just set the loop point metadata appropriately like MusicallyInspired describes and they should loop seamlessly. You'll need to set it carefully but it should be no more work than editing the track would be.

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fraggle said:

If you're worried about quality then convert them to FLAC instead - that supports loop points.

What are the MP2s recorded on? I assumed they were from an SC-55 too - is that not the case?

Just set the loop point metadata appropriately like MusicallyInspired describes and they should loop seamlessly. You'll need to set it carefully but it should be no more work than editing the track would be.


Duly noted! I'm experimenting in Goldwave as we speak, and this allows me to adjust the volume at certain places, like the intro on MAP08 which is pretty quiet compared to the "boom" that awaits just moments later.

Thanks for the encouragement! I'll keep it in mind if this endeavor leads to a dead-end.

The MP2s were recored on "Roland SCC1":

http://www.doomworld.com/classicdoom/info/music.php?wad=doom.wad
http://www.doomworld.com/classicdoom/info/music.php?wad=doom2.wad

I've always read all of them as just "Roland".

Edit: Goldwave didn't want to save in MP3 without sending me on out for a hunt, so I'm in the process of managing it with Audacity now. MusicallyInspired explained it in bold terms to guide me along and the Audacity-manual was pretty helpful as well so it should be resolved by tomorrow, I think I can say.

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Quick question, do the music filenames in TNT correspond to the same levels that vanilla Doom II does? I can't find a chart anywhere that shows which filenames/music tracks are for which levels for TNT. But if they do correspond to the same levels (which is what I'm leaning towards, TNT basically being a simple mod) I can use the Doom II chart when I record these tracks.

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They do correspond to the Doom 2 ones.

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Ok, it doesn't look like they entirely correspond the same way. On Doom II, for instance, "d_stalks" plays for MAP02 and only MAP02. But in TNT whatever music track plays for MAP02 also plays for MAP15. In Doom 2 MAP15 is "d_runni2". So the music track filenames don't directly correspond to the level mapping of Doom 2. What would be the easiest way to determine which music tracks are for which levels via filename besides playing through the game, quiting, checking which music file sounds the same, restarting, etc umpteen times?

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Hey,

There's an easy way to do that. Check out the example configs I put together for Chocolate Doom's music packs. They're based on SHA1 hashes of the music lump contents. For example, from tnt-music.cfg:

59571ac502fc595e0e3d16d0b159cbefcaf76579 = tnt-music/d_betwee.flac # MAP04
...
59571ac502fc595e0e3d16d0b159cbefcaf76579 = tnt-music/d_doom2.flac # MAP13
...
59571ac502fc595e0e3d16d0b159cbefcaf76579 = tnt-music/d_shawn3.flac # MAP29

The hash is on the left and is based on the contents of the music lump. So if two levels have the same hash they have the same music track.

I actually need to fix these configs since the same hash isn't supposed to appear twice.

To make things easier for you, here are the files sorted by hash:

00abff3b61b25a6855d2413ac26894ec7c559dfb = tnt-music/d_theda3.flac  # MAP24
019fce82f2942bf16c80499f1dd1449d6b77c4e9 = tnt-music/d_stlks2.flac  # MAP11
05cad8ca0cc0aca19ac350414674f9205c31893c = tnt-music/d_messag.flac  # MAP20
16c38fd3f10830e009be30e49819e8f9ca10a31b = tnt-music/d_doom.flac    # MAP05
16c38fd3f10830e009be30e49819e8f9ca10a31b = tnt-music/d_stlks3.flac  # MAP17
186c92c1979e1c898a859955dc9c76be21a252b0 = tnt-music/d_ddtbl2.flac  # MAP14
19237754d2eb85f41d846b34660dd52dd1a83ffd = tnt-music/d_shawn2.flac  # MAP19
29d30c3fbd712016f2e574f8432b87b873d63187 = tnt-music/d_ampie.flac   # MAP23
2b2fa62ea748a2549b681be0711942a2900ab46d = tnt-music/d_dm2ttl.flac
34cf5e4fcc9fbc0c6b6fa4944791002a0e661e86 = tnt-music/d_shawn.flac   # MAP07
4a0ffb88faf9965a90985482d4f1f87df2607bed = tnt-music/d_dm2int.flac
4a0ffb88faf9965a90985482d4f1f87df2607bed = tnt-music/d_evil.flac    # MAP31
4b7ceccbf47e78e2fa0bf9492d5d34c25523796c = tnt-music/d_count2.flac  # MAP21
4b7ceccbf47e78e2fa0bf9492d5d34c25523796c = tnt-music/d_ultima.flac  # MAP32
510f56db080f78275db948d88b4667fdef22eafa = tnt-music/d_ddtblu.flac  # MAP08
510f56db080f78275db948d88b4667fdef22eafa = tnt-music/d_openin.flac  # MAP30
510f56db080f78275db948d88b4667fdef22eafa = tnt-music/d_romer2.flac  # MAP27
51c0872fec9f43259318bde5ed65f8dbe003733f = tnt-music/d_theda2.flac  # MAP12
59571ac502fc595e0e3d16d0b159cbefcaf76579 = tnt-music/d_betwee.flac  # MAP04
59571ac502fc595e0e3d16d0b159cbefcaf76579 = tnt-music/d_doom2.flac   # MAP13
59571ac502fc595e0e3d16d0b159cbefcaf76579 = tnt-music/d_shawn3.flac  # MAP29
5b7f14bbc17db95ef14e3ee37c27482dbcdcb4e2 = tnt-music/d_dead2.flac   # MAP16
5b7f14bbc17db95ef14e3ee37c27482dbcdcb4e2 = tnt-music/d_messg2.flac  # MAP26
74f3e46aa433fae2a903efd6a8a7aff867b61096 = tnt-music/d_the_da.flac  # MAP06
7e804ab092a44a0f323abbd0e6f8072edae8ef5b = tnt-music/d_read_m.flac
91ee43214e8caf392c03e5688d559643d6dcc30a = tnt-music/d_ddtbl3.flac  # MAP22
91ee43214e8caf392c03e5688d559643d6dcc30a = tnt-music/d_tense.flac   # MAP28
954636c7ee09edf5d98f20000cfbb54d07d52204 = tnt-music/d_adrian.flac  # MAP25
97d5863d91df1b76aa21c7d44c26a30cd9c722ca = tnt-music/d_in_cit.flac  # MAP09
97d5863d91df1b76aa21c7d44c26a30cd9c722ca = tnt-music/d_runnin.flac  # MAP01
a55d400570ad255a576bc39d5b3f32a7f96a2728 = tnt-music/d_countd.flac  # MAP03
edf4f6bf3a43a9a6fc095ae259c2add1a69e28a4 = tnt-music/d_dead.flac    # MAP10
edf4f6bf3a43a9a6fc095ae259c2add1a69e28a4 = tnt-music/d_romero.flac  # MAP18
f4721b6c93b00a3fbf8dd24c2db6f2cabe9e2626 = tnt-music/d_runni2.flac  # MAP15
f4721b6c93b00a3fbf8dd24c2db6f2cabe9e2626 = tnt-music/d_stalks.flac  # MAP02
00abff3b61b25a6855d2413ac26894ec7c559dfb = doom2-music/d_betwee.flac  # MAP04
1736c81aac77f9bffd3d376d8a07b9a800105125 = doom2-music/d_romer2.flac  # MAP27
1736c81aac77f9bffd3d376d8a07b9a800105125 = doom2-music/d_romero.flac  # MAP18
19237754d2eb85f41d846b34660dd52dd1a83ffd = doom2-music/d_count2.flac  # MAP21
19237754d2eb85f41d846b34660dd52dd1a83ffd = doom2-music/d_countd.flac  # MAP03
1d1f4a9edba174584e115d4600dcafbf3413aa69 = doom2-music/d_dead.flac    # MAP10
1d1f4a9edba174584e115d4600dcafbf3413aa69 = doom2-music/d_dead2.flac   # MAP16
29d30c3fbd712016f2e574f8432b87b873d63187 = doom2-music/d_ampie.flac   # MAP23
41efc3c84bb321af2b6b6758364a06d34e96ee31 = doom2-music/d_shawn.flac   # MAP07
41efc3c84bb321af2b6b6758364a06d34e96ee31 = doom2-music/d_shawn2.flac  # MAP19
41efc3c84bb321af2b6b6758364a06d34e96ee31 = doom2-music/d_shawn3.flac  # MAP29
4503d155aafec0296689e4de4fc994125056c171 = doom2-music/d_ultima.flac  # MAP32
4b7ceccbf47e78e2fa0bf9492d5d34c25523796c = doom2-music/d_in_cit.flac  # MAP09
51c0872fec9f43259318bde5ed65f8dbe003733f = doom2-music/d_ddtblu.flac  # MAP08
56f2363f01df38908c77cf4734f8dc3a3a820d7d = doom2-music/d_dm2ttl.flac
71e58baf9e9dea4dd24ad8013c2f5a60134f117c = doom2-music/d_dm2int.flac
79080e9681a2d7bec3fbc4f251aaaab3a3831ac1 = doom2-music/d_runni2.flac  # MAP15
79080e9681a2d7bec3fbc4f251aaaab3a3831ac1 = doom2-music/d_runnin.flac  # MAP01
868b3aae73c7b12e92c0fd80431885097ff50487 = doom2-music/d_stalks.flac  # MAP02
868b3aae73c7b12e92c0fd80431885097ff50487 = doom2-music/d_stlks2.flac  # MAP11
868b3aae73c7b12e92c0fd80431885097ff50487 = doom2-music/d_stlks3.flac  # MAP17
8d32b2b7aa3b806474c1c237ef2b909478973c40 = doom2-music/d_the_da.flac  # MAP06
8d32b2b7aa3b806474c1c237ef2b909478973c40 = doom2-music/d_theda2.flac  # MAP12
8d32b2b7aa3b806474c1c237ef2b909478973c40 = doom2-music/d_theda3.flac  # MAP24
954636c7ee09edf5d98f20000cfbb54d07d52204 = doom2-music/d_doom.flac    # MAP05
954636c7ee09edf5d98f20000cfbb54d07d52204 = doom2-music/d_doom2.flac   # MAP13
a55d400570ad255a576bc39d5b3f32a7f96a2728 = doom2-music/d_messag.flac  # MAP20
a55d400570ad255a576bc39d5b3f32a7f96a2728 = doom2-music/d_messg2.flac  # MAP26
a9a5f7b0ab3be0f4fc24e26236c565d9d7dcd6cc = doom2-music/d_evil.flac    # MAP31
acb7ad85494d18235df83d3efb2c7c67df835a00 = doom2-music/d_ddtbl2.flac  # MAP14
acb7ad85494d18235df83d3efb2c7c67df835a00 = doom2-music/d_ddtbl3.flac  # MAP22
b779022b1d0f0010b8f049e3fc705a89449c57eb = doom2-music/d_openin.flac  # MAP30
bcfe9786afdcfb704afa563f6f387c2c2cb63e51 = doom2-music/d_adrian.flac  # MAP25
e05c10389e71836834ae2919fe71dbca8930276a = doom2-music/d_tense.flac   # MAP28
e632318629869811f7dca9b15d1912495ae6953b = doom2-music/d_read_m.flac

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MusicallyInspired said:

But in TNT whatever music track plays for MAP02 also plays for MAP15.

Something weird is going on with whatever port you're using because that's not normal behavior. Are you sure you're not loading some mod or music pack that's changing normal behavior?

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The Doom wiki table for Final Doom music only lists song titles, not the lump names... Maybe I should add a lump column to disambiguate the situation.

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That would be fantastic. The lump names are present in the other two soundtrack tables (Doom & Doom 2).

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Done. Now I just hope I didn't make some cut and paste mistake like putting D_RUNNIN in the MAP02 slot or whatever. ;)

In case of doubt, the Doom II table is the verified authority for mappings between level slot and music lumps.

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Possible error on that new wiki chart. For MAP22, is that really D_DDTBL2 or is it supposed to be D_DDTBL3?

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That would be exactly the kind of mistake I was talking about. :p Fixed, and thanks for noticing.

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Just wanted to let everyone know I'm over half finished recording the TNT soundtrack now (17/35 tracks complete). It'll be nice to finally be done with the Doom soundtracks and get them out to you guys :). Then it's on to Heretic and Hexen. I apologize for the wait. RL things are hard to ignore, but the amount of time between releases has been ridiculous. Hope you enjoy them when they're done!

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