VOGONS


First post, by Waren_AlKar

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While my use of DOSBox has been very rewarding, there's a few niggling problems I've encountered with 0.70 and I'm unsure whether it's my setup or current emulation limitations. My config file is enclosed below.

One of these relates to Ultrasound emulation, a specific example being the game Relentless: Twinsen's Adventure (or Little Big Adventure as it was known in Europe). The main problem is sound effects, where there's an obvious amount of 'noise' or static when they're playing. It's first evident when Twinsen is flying across the ocean on his dragon and the title 'Little Big Adventure' appears. There's a wind and ocean surf sound effect that exhibits this 'noise'. I've also noticed a similar problem when using Ultrasound with the original Command & Conquer.

There's one other minor sound problem with Relentless, that being that when I enter into the sound adjustment options I can hear two audio layers. I'm assuming one is CD audio, and the other is the GUS midi. The music then goes 'haywire', with what I assume is the CD audio dropping out and a dull tone, lots of static, and loud crackling in its place. This goes away after a moment or two, but no audio returns (and any return to the volume adjustment screen causes that 'haywire' activity to return).

Now, this isn't that big of a deal since this game supports other sound devices such as SB16, which works just fine. Though Ultrasound is the only way to get midi music since DOSBox doesn't do AWE32, MT32, or Wave Blaster. But I'm curious as to whether the sound effect problem is related at all to the problems with 16 bit sampling that I've read about. Because other GUS games such as Crusader: No Remorse work just fine, and perhaps that's because they use 8 bit samples?

Just speculation on my part, but has anyone else ran into these same problems and found a way around them? Or will I just have to avoid using GUS with some games until the emulation improves?

[sdl] # fullscreen -- Start dosbox directly in fullscreen. # fulldouble -- Use double buffering in fullscreen. # fullresolution […]
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[sdl]
# fullscreen -- Start dosbox directly in fullscreen.
# fulldouble -- Use double buffering in fullscreen.
# fullresolution -- What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# windowresolution -- Scale the window to this size IF the output device supports hardware scaling.
# output -- What to use for output: surface,overlay,opengl,openglnb,ddraw.
# autolock -- Mouse will automatically lock, if you click on the screen.
# sensitiviy -- Mouse sensitivity.
# waitonerror -- Wait before closing the console if dosbox has an error.
# priority -- Priority levels for dosbox: lowest,lower,normal,higher,highest,pause (when not focussed).
# Second entry behind the comma is for when dosbox is not focused/minimized.
# mapperfile -- File used to load/save the key/event mappings from.
# usescancodes -- Avoid usage of symkeys, might not work on all operating systems.

fullscreen=false
fulldouble=false
fullresolution=original
windowresolution=original
output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper.txt
usescancodes=true

[dosbox]
# language -- Select another language file.
# memsize -- Amount of memory dosbox has in megabytes.
# machine -- The type of machine tries to emulate:hercules,cga,tandy,pcjr,vga.
# captures -- Directory where things like wave,midi,screenshot get captured.

language=
machine=vga
captures=capture
memsize=32

[render]
# frameskip -- How many frames dosbox skips before drawing one.
# aspect -- Do aspect correction, if your output method doesn't support scaling this can slow things down!.
# scaler -- Scaler used to enlarge/enhance low resolution modes.
# Supported are none,normal2x,normal3x,advmame2x,advmame3x,hq2x,hq3x,
# 2xsai,super2xsai,supereagle,advinterp2x,advinterp3x,
# tv2x,tv3x,rgb2x,rgb3x,scan2x,scan3x.

frameskip=0
aspect=false
scaler=normal2x

[cpu]
# core -- CPU Core used in emulation: normal,simple,dynamic,auto.
# auto switches from normal to dynamic if appropriate.
# cycles -- Amount of instructions dosbox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# You can also let DOSBox guess the correct value by setting it to max.
# The default setting (auto) switches to max if appropriate.
# cycleup -- Amount of cycles to increase/decrease with keycombo.
# cycledown Setting it lower than 100 will be a percentage.

core=dynamic
cycles=max
cycleup=500
cycledown=20

[mixer]
# nosound -- Enable silent mode, sound is still emulated though.
# rate -- Mixer sample rate, setting any devices higher than this will
# probably lower their sound quality.
# blocksize -- Mixer block size, larger blocks might help sound stuttering
# but sound will also be more lagged.
# prebuffer -- How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=22050
blocksize=2048
prebuffer=10

[midi]
# mpu401 -- Type of MPU-401 to emulate: none, uart or intelligent.
# device -- Device that will receive the MIDI data from MPU-401.
# This can be default,alsa,oss,win32,coreaudio,none.
# config -- Special configuration options for the device. In Windows put
# the id of the device you want to use. See README for details.

mpu401=intelligent
device=default
config=

[sblaster]
# sbtype -- Type of sblaster to emulate:none,sb1,sb2,sbpro1,sbpro2,sb16.
# sbbase,irq,dma,hdma -- The IO/IRQ/DMA/High DMA address of the soundblaster.
# mixer -- Allow the soundblaster mixer to modify the dosbox mixer.
# oplmode -- Type of OPL emulation: auto,cms,opl2,dualopl2,opl3.
# On auto the mode is determined by sblaster type.
# All OPL modes are 'Adlib', except for CMS.
# oplrate -- Sample rate of OPL music emulation.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
mixer=true
oplmode=auto
oplrate=22050

[gus]
# gus -- Enable the Gravis Ultrasound emulation.
# gusbase,irq1,irq2,dma1,dma2 -- The IO/IRQ/DMA addresses of the
# Gravis Ultrasound. (Same IRQ's and DMA's are OK.)
# gusrate -- Sample rate of Ultrasound emulation.
# ultradir -- Path to Ultrasound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.

gus=true
gusrate=22050
gusbase=240
irq1=5
irq2=5
dma1=3
dma2=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker -- Enable PC-Speaker emulation.
# pcrate -- Sample rate of the PC-Speaker sound generation.
# tandy -- Enable Tandy Sound System emulation (off,on,auto).
# For auto Tandysound emulation is present only if machine is set to tandy.
# tandyrate -- Sample rate of the Tandy 3-Voice generation.
# disney -- Enable Disney Sound Source emulation.

pcspeaker=true
pcrate=22050
tandy=auto
tandyrate=22050
disney=true

[joystick]
# joysticktype -- Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks), 4axis,
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# timed -- enable timed intervals for axis. (false is old style behaviour).
# autofire -- continuously fires as long as you keep the button pressed.
# swap34 -- swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap -- enable button wrapping at the number of emulated buttons.

joysticktype=auto
timed=false
autofire=false
swap34=false
buttonwrap=true

[serial]
# serial1-4 -- set type of device connected to com port.
# Can be disabled, dummy, modem, nullmodem, directserial.
# Additional parameters must be in the same line in the form of
# parameter:value. Parameter for all types is irq.
# for directserial: realport (required), rxdelay (optional).
# for modem: listenport (optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket (all optional).
# Example: serial1=modem listenport:5000

serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled

[dos]
# xms -- Enable XMS support.
# ems -- Enable EMS support.
# umb -- Enable UMB support.
# keyboardlayout -- Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=none

[ipx]
# ipx -- Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
# Lines in this section will be run at startup.

mount c e:\dosbox\ -freesize 870

Reply 1 of 3, by wd

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Does sb16 work fine?

Reply 2 of 3, by Waren_AlKar

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Yeah, so it's not that big of a deal. Playing with sb16 solves both the noise/static issue on sound effects, as well as the music going all haywire. The same goes for the noise/static on sound effects with Command and Conquer (in that it shows up on the Ultrasound but not the sb16).

The main reason I'd try and play Relentless with the Ultrasound is because it was one of those few games that made extensive use of the GUS, and provided one of the few ways to play midi music unless you had a AWE32 or Wave Blaster.

Like I say, it's not a major issue because other sound options work. I'm just wondering whether Ultrasound support still has some way to go (like, for example, X-Wing and Tie Fighter that use stereo to simulate sounds panning from the left to right speaker that the GUS doesn't do as yet) in its emulation, or the issues I'm experiencing with the static during sound effects and the screwy music are more to do with problems in my config file or Ultrasound midi pack.

Reply 3 of 3, by MiniMax

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I don't know what the current state of the GUS emulation is, but I am sure it can be improved. As with all software supported by volunteers, improvements to the code requires 3 things:

1) Someone takes an interest in the problem.
2) That someone has the required knowledge to do something about it.
3) And has a legal copy of the program that exhibits the problem.
4) And has time to investigate and fix the code.

And I have absolutely know idea what the chances are for all this to happen anytime soon.

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