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Re: Munt Reloaded - Development

Please keep us posted with the progress you make. Corrected wrong sounding of SynBrasses in Police Quest 2 intro theme reported by Ykhwong. There was incorrect handling of pulsewidth parameter for sawtooth waves. Those SynBrasses sounds 1 octave upper then needed. BTW, the current sources are moved …

Re: More accurate MUNT (MT32 emulation) patch

I am not going to incorporate your library to my release right now. As mentioned above, I don't like that it still sounds weird in Police Quest 2. Corrected. There was incorrect handling of pulsewidth parameter for sawtooth waves. Those SynBrasses sounds 1 octave upper then needed. BTW, the current …

Re: Munt Reloaded - Development

Yesterday, KingGuppy was so kind and made me a member of MUNT project. Many of my proposed changes are going to be committed into the MUNT or at least in a separate branch. So, development of Munt Reloaded will surely be closed. I'm sure the upcoming release of MUNT will be appreciated.

Re: Munt Reloaded - Development

Sorry if this is off-topic, but I think you mentioned that you don't currently have a physical MT-32 module. There's an auction right now on eBay offering one: http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=250783976543 That ships internationally, if you are interested. Regards. Thanks, Leolo, …

Re: Munt Reloaded - Development

P.S. KingGuppy, I do compile MUNT Reloaded releases with VS2008 Express. I've installed WinDDK and grab 2 more files for dmusic (dmplugin.h & dmusici.h) it lacks. Also I updated the project files accordingly. P.P.S. I'll simply remove my project as soon as you can grand me membership in MUNT. …

Re: Munt Reloaded - Development

Hi! I don't even expect hearing from you, KingGuppy, as my first (and my bad the single) attempt to join as a MUNT developer was failed approx. a month ago. And, of course, I'd be happy to do this. The "fork" (more accurate to say "a long waited release") was made as a simple way to share it with …

Re: Munt Reloaded - Development

I agree with everything you've described here. Even with a square wave generator, those can be made by subtracting sawtooth points given a particular pulse width. The mystery remains, however, where did those samples come from to start? They aren't found on any of the ROMs. Oops, the …

Re: Munt Reloaded - Development

One more idea on improving sounding for partials with cutoff < 50: in this case we can bypass filtering at all and utilize an exact law that MT-32 use for the wave attenuation. Here the patch for partial.cpp: ... Bit32s filtval = getFiltEnvelope(); float freqsum = synth->tables.tCutoffFreq[filtval] …

Re: Munt Reloaded - Development

Playing with my new wavetable WG I've noticed that when using IIR (even bi-directional) the waves generated are never symmetrical. They clearly differ in positive and negative semi-periods since the infinite filter response. So, perfect waves (as I suppose MT-32 generates) can be made only using FIR …

Re: Munt Reloaded - Development

I agree with everything you've described here. Even with a square wave generator, those can be made by subtracting sawtooth points given a particular pulse width. The mystery remains, however, where did those samples come from to start? They aren't found on any of the ROMs. Oops, the …

Re: Munt Reloaded - Development

Yes, maybe because of not much speed of MUNT. P.S. I've also noticed, DOSBox eats significantly more CPU than DM driver I've built on MUNT CVS code. I suppose this is due to more overhead in calls to render(). DM driver calls render() in between of playmsg() calls and use timestamping to preserve …

Re: Munt Reloaded - Development

I had this on my TODO list for a while now...changing DOSBox patch so it could have Munt in separate dir... :happy: It's great, Gulikoza. BTW, maybe there is a need to enqueue timestamped MIDI messages in the buffer in order to render them in time. I've noticed a minor desynchronization listening …

Re: Munt Reloaded - Development

I remember I used to have it as a static library about 3 years ago, but that often makes me hard to maintain or customize. :) Of course this is an Open Source project and everyone can prefer his own way of use it, but I think encapsulation is a great thing too. As for me, mixing Munt sources into " …

Re: Munt Reloaded - Development

Ykhwong: As for integrating MUNT into DOSBox maybe the way of plug-in loading is better. At least a patch for using precompiled library I think... Dominus: You can vary loudness of missing sounds by changing MAGIC_NUMBER in partial.cpp generate_samples(): // This amplifies signal fading near the …

Re: Munt Reloaded - Development

Hello, I just tried the new Munt Reloaded and I wanted to say a huge thank you!!! :-) I am a huge Legend of Kyrandia fan and the old Munt was not working well with it, playing some instruments out of tune. But the new version works beautifully, it's amazing! It's not exactly the same as the real MT …

Re: Munt Reloaded - Development

I’m grateful for your attention, Canadacow, and really hope that we could achieve some respectable results in our efforts if you could only have time for this… As mentioned before, I believe they made the wavetable so small (e.g. 12,800 bytes) that it silently sits in the microcontroller’s memory, …

Re: Munt Reloaded - Development

What it's really needed is build up the model that can be realized in MT-32 hardware. As I understand, KingGuppy isn't succeeded in disassembling the software of the MT-32 microcontrollers. So, I propose to make hypothesis, compare and use the most relevant to what we observe in reality. Another …

Re: Munt Reloaded - Development

If we really try to made Munt "more accurate" as this topic promises, we must fully understand what exactly we trying to emulate. Munt team's concept of producing synth waves is based on subtractive synth model. Although, on the Net you can easily find statements that the h/w is NOT really has a …

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