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First post, by Shagittarius

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Sorry to start yet another thread about Might and Magic III but this one is about the sound option : Roland + Sound Blaster.

In this mode it seems like the sound blaster isn't used at all. I've spent quite a bit of time playing in pure sound blaster mode and none of the digitized screams/weapon effects are there when using this option.

I've tried with sb16, sbpro, and sb1 with irqs of 5 or 7 and nothing changes. Does anyone know if there's something that can be done to get this game to work with this particular sound config?

Reply 1 of 8, by ripsaw8080

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MT-32 music with SB sound is working for me using DOSBox 0.74 with default config except midiconfig= to select MIDI I/O for the MT-32. I can hear Sheltem's intro speech and the in-game sfx like "kick door in" and cast magic actions.

Maybe the SB isn't detected, although I haven't seen any sensitivity to cycles, but try the default cycles just in case. Also, ensure that the Efx setting in the game's control panel is ON.

Reply 2 of 8, by Shagittarius

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Now that you mention it I do get the Sheltem intro vocals but thats it. Once the actual game starts theres no more soundblaster support.

I just went back and played it and I don't think theres as much digitized sfx as I thought, I think its mostly instuments. I guess what I'm noticing is that the roland + SB combo doesn't have sfx for menu selections or for attack impacts, or even footsteps. Amongst other things this option just sounds a lot more barren than the pure SB.

Thanks for your help I guess it's working fine.

*EDIT : Seems like a really bad MT-32 implementation, the game specifies LAPC-I, is it perhaps that it doesn't work right with my Gen 1 MT-32?

Reply 3 of 8, by Mau1wurf1977

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The choice of midi module attached to the MPU401 interface has no impact on the Soundblaster. The game just sends data to the MPU401 interface; What's attached to it doesn't matter. You can have nothing plugged in, it wouldn't make a difference.

The issue must be elsewhere! Hope you find it...

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Reply 4 of 8, by ripsaw8080

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Compared to an MT-32, the LAPC-I and CM-32L have additional patches that are mostly for sfx, so it's possible the game is using them. But typically you won't hear *nothing* when a game tries to use one of the sfx sounds on an MT-32, rather you hear some inappropriate instrument sound instead.

Do check the "force door" and casting magic actions, I hear SB audio for them.

Reply 5 of 8, by Shagittarius

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I hear nothing when I cast magic and only 'Percusion Taiko' from the MT-32 when I kick a wall.

It seems like after the intro the SB is not used.

Reply 6 of 8, by ripsaw8080

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I heard a sound like wind blowing, but I guess it was the synth. Wikipedia has a list of MT-32 compatible games, and MM3 has a footnote that it uses the extra sfx of the CM models (LAPC-I is basically a CM-32L on a card).

Reply 7 of 8, by Shagittarius

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So I guess when you pick Roland + Sound Blaster it only actually uses the Sound Blaster for Sheltem's intro speech and everything else is generated by the MT-32/LAPC-I/CM-32L.

Oh well, the music is fantastic on the MT-32 but the game is so devoid of life when missing all the sound effects that I guess I'll have to play it in pure sound blaster mode.

I don't suppose theres anyway to force it to use both all the time SB and MT-32?

Reply 8 of 8, by Mau1wurf1977

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Well you can play just with a Soundblaster? While the music won't be as nice, at least you will have sound effects.

It's similar to Monkey Island 2. Do you want great music but a somewhat "empty" game with little sound effects or can you live with worse music but at least you get all the effects.

Having a CM unit doesn't guarantee you that all effects will play. It's totally up to the game and in Monkey Island 2 even on a CM unit the game feels very empty at times.

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