VOGONS


First post, by bristlehog

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I am currently in an attempt to tackle that. The main idea is to make a protected mode compatible TSR that loads a SF2 soundfont. If that fails, I have backup ideas though.

I think I could use some assistance with testing. Is anyone here interested in the project and has an AWE32/64 or SB 32 with onboard memory?

Last edited by bristlehog on 2013-09-07, 08:38. Edited 1 time in total.

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Reply 2 of 16, by bjt

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Sounds good. Have an AWE64 with 4MB, count me in.

Reply 3 of 16, by bristlehog

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Ok, I've got a work-in-progress utility that plays XMIDI sequence with a SF2 loaded to AWE memory. Seems it is glitchy, at least I hear some patches disappearing and some notes hanging. You may run it to tell it's not just me and my hardware. I have to overcome this before moving to TSRs because it won't do good if the SF2 engine fails.

Use sfxplay.exe to test, and xmiplay.exe to hear how should it sound on AWE default ROM set.

To use AWE default ROM set with sfxplay, you run 'sfxplay blah.xmi synthgm.sf2', where synthgm.sf2 is a soundfont with no samples, only presets using ROM memory.

Some XMIDI music and SF2 soundfonts included.

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Reply 4 of 16, by bristlehog

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Here's an utility to convert MID to XMI if you want to test your favourite MIDIs.

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Reply 5 of 16, by bristlehog

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Ok, it seems that this version has no more missing patches and hanging notes bugs.

I have encountered some issues though. For me it works only in Win98SE dos box. If I reboot into DOS mode, sfxplay.exe crashes.

Some soundfonts cannot be used. Sfxplay says 'Error during soundfont load request.' for them. This means that ADIP (which is AWE32 Developer's Information Pack) soundfont loadup library call within SBAWE32.MDI returned failure. I have no ADIP sources, only the libraries. Thus the failure reason remains obscure.

Most soundfonts are though loaded correctly. It is even possible to play XMIs designed for MT-32 - just use the generic synthmt.sf2 for them.

Any other feedback?

Hardware comparisons and game system requirements: https://technical.city

Reply 6 of 16, by Magnuz

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I m sry i cannot b of help here cause i m poles apart from the world of computer language. Hmmm... might it b possible for u to write in to Creative n ask about what u need? Cause Awe32 being a dinosaur now stand a chance of them releasing whatever source codes u need pertaining to your work.

Reply 8 of 16, by bristlehog

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I don't ask here for help with programming stuff or obtaining any source code. I only seek assistance in testing the utility, to eliminate possible bugs.

Hardware comparisons and game system requirements: https://technical.city

Reply 9 of 16, by betamax80

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Hello, I now have an AWE64 Value CT4520 with a SIMMconn Revival (thanks to serdaco). So, 28mb to play with...

Reply 10 of 16, by appiah4

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Awe64 with 32mb reporting for testing duty..

Retronautics: A digital gallery of my retro computers, hardware and projects.

Reply 11 of 16, by jesolo

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Would be great if we could have a "replacement" Aweutil utility that will enable us to load *.sf2 files, instead of the default *.sbk files.
That way, one can at least enjoy most of your real mode DOS games with proper MIDI samples, as opposed to hearing just the default sound map.
You can override the Synthgm.sbk file with your own soundfont general MIDI file but, unfortunately, there aren't that many good General MIDI version 1 soundfont files around but, plenty of soundfont version 2 files (that will still fit into the 28 MB limit on the AWE based cards).

Reply 13 of 16, by subhuman@xgtx

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I have a 32mb equipped CT3980, but did any of you realise the last message posted by bristlehog is from 5 years ago now?

7fbns0.png

tbh9k2-6.png

Reply 14 of 16, by cyclone3d

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subhuman@xgtx wrote:

I have a 32mb equipped CT3980, but did any of you realise the last message posted by bristlehog is from 5 years ago now?

Yeah, but bristlehog is still active here.

Just sent an IM.

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Reply 15 of 16, by claesbas

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Having a DOS utility to load soundfonts to the AWE 64 with simmconn would be absolutely excellent. Is there anyone that knows something about this as of 2020?

Reply 16 of 16, by maxtherabbit

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you can use the included creative utility to load any SBK soundfont, there is no means to load a SF2 that I'm aware of