boxpressed wrote:Since acquiring both the CT2760 and CT3900 models of the AWE32, as well as 32MB of external memory for each, I've been really pleased with its General Midi performance with a nice, large soundfont such as Chorium Rev. A. In order to run DOS games with this GM setup, I need to launch the games from Windows, which has worked just fine for games such as Doom 1/2, Duke 3D, Descent 1/2, ROTT, and Tyrian 2K.
Good GM daughtercards are expensive and hard-to-find. Also, isn't there some kind of bug when using a GM daughtercard with these AWE32 models (if so, I also have a Vortex 2 in the system to use)?
My question is whether a GM daughtercard would be overkill. I guess a lot would depend on whether there are DOS games with great GM music that do not work properly when launched from Windows with my AWE32. Or if certain daughtercards are just plain better than any GM soundfont that I can put on the AWE32's 28MB. Thanks for any advice.
It depends on how much polyphony you want on your sound card. By adding another MIDI daughterboard to your AWE32, you can increase the maximum polyphony to 64. However, this is practically irrelevant for games.
As Skyskraper has pointed out, the default 1 MB ROM of General MIDI samples on the AWE32/SB32/AWE64 isn't that great (the trumpets are simply horrible).
For that reason, adding a MIDI daughterboard with a better (and larger) sample set, will lead to a much better listening experience - just be aware that many AWE32's suffer from the so called MIDI hanging note bug (hence, the "benefit" of having a separate MIDI sound device in your PC or an external MIDI module).
Curious, why do you say that the AWE32's MT-32 emulation isn't very good? Did you load AWEUTIL with the /EM:MT32 parameter before playing your MT-32 game? Bear in mind, the AWE32 (like many other "MT-32 emulated" sound cards), do not support sysex messages and, games that utilses this will not sound correct.
The "Finegm" soundbank is one of the better general midi soundfonts in the Soundfont version 1 format (*.sbk).
However, any soundfonts that you load in DOS (provided you load it correctly) will only work with Real Mode DOS games.
Protected mode DOS games (games that usually load via DOS/4GW) must either support the AWE32 natively, in which case it will just use the standard General MIDI sample set or, you will have to fall back on FM synthesis or, run your games out of Windows DOS prompt.
boxpressed, in order to be able to load a "custom" soundfont (like "finegm") in DOS you have to:
•have a soundfont in the *.sbk (version 1) format and
•must rename the soundfont to synthgm.sbk and place it in the same folder (directory) as where your other soundfonts are located (in DOS it's normally C:\SB16\SFBANK)
You then launch Aweutil with the /EM:GM parameter, after which it should load your "custom" soundfont.
However, as stated before, this only works on Real Mode games but, does provide a more pleasant listening experience for supported General MIDI games (in this case, you select General MIDI in the game's setup menu - not AWE32).
EDIT: Missed your last post.
When you do launch a Protected Mode game out of Windows DOS prompt (after loading your custom soundfont) be sure to always select General MIDI in the game's setup menu and not AWE32 (otherwise, it won't play back your custom soundfount).