VOGONS


Reply 40 of 48, by Scali

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ommadawnyawn wrote:

Oh right... You meant that the card is supported by the game. I think 'native support for GUS/GF1' would be more clear than referring to 'hardware mixing'.

http://scalibq.wordpress.com/just-keeping-it- … ro-programming/

Reply 41 of 48, by ommadawnyawn

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GF1? I thought there was a difference between native support and native hardware mixing support. The former's list is pretty big:
http://www.gravisultrasound.com/files/documen … ation/GLIST.TXT

Reply 42 of 48, by Scali

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ommadawnyawn wrote:

GF1?

The GF1 is the sound chip on the original UltraSound cards (the later P&P models use the AMD InterWave instead, which is backward-compatible with the GF1).
It's like the 'OPL2/OPL3' for AdLib/SoundBlaster cards.

ommadawnyawn wrote:

I thought there was a difference between native support and native hardware mixing support. The former's list is pretty big:
http://www.gravisultrasound.com/files/documen … ation/GLIST.TXT

No, that was my point... The only method of sound generation the GUS has, is hardware mixing via the GF1 chip.
Some games support the GF1 natively.
Other games can be run on the GUS by using the SBOS or Mega-Em emulation software for AdLib/SB/MT-32/Sound Canvas emulation.

http://scalibq.wordpress.com/just-keeping-it- … ro-programming/

Reply 43 of 48, by ommadawnyawn

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Ok so should I treat the nerdly pleasures list as an extension of the g-list?

I find this sentence from the blog confusing:
"Some games, like anything using the DOOM engine, mix all the digital audio in software and then send the result to the sound card."
It sounds like there would be no sound on a GUS card for those games then?

Reply 44 of 48, by Scali

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ommadawnyawn wrote:

Ok so should I treat the nerdly pleasures list as an extension of the g-list?

Yes, I suppose.

ommadawnyawn wrote:

I find this sentence from the blog confusing:
"Some games, like anything using the DOOM engine, mix all the digital audio in software and then send the result to the sound card."
It sounds like there would be no sound on a GUS card for those games then?

The way I read that is that DOOM always does software-mixing first, and then plays that as a single stereo sample on whatever sound card is selected.
This is suboptimal for the GUS for two reasons:
1) It uses the CPU while the GF1 could have done the mixing automatically
2) It requires the CPU to constantly upload new sample data to the GF1's memory bank, which is suboptimal in terms of performance (the GF1 wasn't designed for this).

http://scalibq.wordpress.com/just-keeping-it- … ro-programming/

Reply 46 of 48, by gdjacobs

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Scali wrote:
The way I read that is that DOOM always does software-mixing first, and then plays that as a single stereo sample on whatever so […]
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The way I read that is that DOOM always does software-mixing first, and then plays that as a single stereo sample on whatever sound card is selected.
This is suboptimal for the GUS for two reasons:
1) It uses the CPU while the GF1 could have done the mixing automatically
2) It requires the CPU to constantly upload new sample data to the GF1's memory bank, which is suboptimal in terms of performance (the GF1 wasn't designed for this).

I believe this is the case with games using Asylum sound. As with SB16 cards, music and sfx are mixed down to two channels in software and pumped out to the card. In a situation where CPU resources were relatively abundant, coding a distinct pipeline for GUS hardware mixing was probably not a good investment of dev time.

All hail the Great Capacitor Brand Finder

Reply 47 of 48, by ommadawnyawn

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I've finished a first draft for the 1998 list and updated the SB page accordingly.
http://minirevver.weebly.com/vgm-1998.html
http://minirevver.weebly.com/sound-blaster-pcm-music.html

Reply 48 of 48, by ommadawnyawn

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Finished a first draft of the 1999 page and updated the SB page accordingly:
https://minirevver.weebly.com/vgm-1999.html
https://minirevver.weebly.com/sound-blaster-pcm-music.html