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Master of Magic sound

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First post, by Unregistered

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Ok, I was finally able to get Master of Magic to load with both music and sound effects in WinXP. The thing is so picky about conventional memory, it took a while to find a configuration that would actually let me run it with both music and sound effects.

The music works great, and the sound effects are fine except in combat. Every time something in combat makes a sound, the game freezes for ~2 seconds prior to making the sound effect, and then again for ~2 seconds after the sound effect is through playing. This pause is eliminated if I just disable sound effects. The music doesn't affect it, and works fine in all cases. But, in any case, this slows combat to a crawl as you have to go through that pause before and after every unit makes any kind of move.

The sound effects seem fine in other places other than combat where this occurs. In the opening scene, for instance, the character voices don't pause the scene, they flow with it normally.

I have tried every Output device listed in the Sound Blaster configuration, as well as using the different DPS Sound Blaster versions. I have made sure the settings, in the game and in the VDMS configuration, are both set to 220, 7, 1 for port, irq, and 8 bit dma settings.

I use WinXP with 256 ram on an PIII 500, and had no problems running the game last year. I wasn't using VDMS, but a long drawn out configuration that involved rebooting everytime I wanted to play the game. It was annoying, but I can't even resort to this anymore because I am on a network and computers access the internet through my computer. So I need WinXP up and running so it maintains the firewall and access to the internet. Is there any way, VDMS or otherwise, to get this sound problem fixed?

Reply 1 of 24, by Unregistered

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Just want to echo this exact same problem with MoM, one of my favorite games ever. I think I tried it with every possible DSP version/IRQ/DRQ configuration possible and still had the multi-second pause before each battle sound effect.

Reply 2 of 24, by Snover

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That's really weird. Um, could you save right before a battle in the game, turn on VDMSound logging, load the game, quit right after a sound plays, and then post the log here? That should help track it down.

This also reminds me of problems with TruSound (or whatever that dirty sampled sound through PC-speaker hack was) where, when not in Pure DOS, the sound comes through like molasses. (Vlad, are those something you can reroute to come through the sound card?)

Yes, it’s my fault.

Reply 3 of 24, by Unregistered

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Ok I loaded a game and went into combat and the computer moved his only guy, creating the sound (along with the pauses). I then quit the combat, and then the game.

I guess this is what you are looking for. I only logged the Soundblaster, but it looks too long to cut and paste here so I just attached the log as a file.

Reply 4 of 24, by Snover

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Just by glancing:

@W - 20:30:15.992 - SBController
Attempted to read from write-only port (IN 0x226)

I see a lot of these kinds of problems in my own games. (IIRC, Adventures of Willy Beamish does this at startup and ends up failing.) Vlad, what causes this, and is there any way to code a clean (or dirty) fix for it?

Yes, it’s my fault.

Reply 5 of 24, by Unregistered

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I've noticed I get that message spammed in the log even if I just load the game up and then immediately quit, and it also appears if I have the sound effects turned off (when there are no problems in combat). Of course I don't really have a clue what most of that (in the log) means, so maybe it is the root of the problem.

Reply 6 of 24, by vladr

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Snover wrote:
Just by glancing: […]
Show full quote

Just by glancing:

@W - 20:30:15.992 - SBController
Attempted to read from write-only port (IN 0x226)

I see a lot of these kinds of problems in my own games. (IIRC, Adventures of Willy Beamish does this at startup and ends up failing.) Vlad, what causes this, and is there any way to code a clean (or dirty) fix for it?

@W's (warnings) can safely be ignored. In this case games read from that port in order to delay for a couple of microseconds independently of the computer's speed (they rely on the bus' speed for n I/O operations to take that many microseconds).

I played Willy Beamish just fine (the floppy version) at some point with VDMSound under Win2k. Do you have the CD version?!

V.

Reply 7 of 24, by Snover

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No... although I know someone that does...but he's a complete arse and keeps saying he's gonna trade some games with me, and then stops answering my messages.

Yes, it’s my fault.

Reply 8 of 24, by vladr

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Snover wrote:

No... although I know someone that does...but he's a complete arse and keeps saying he's gonna trade some games with me, and then stops answering my messages.

Well, I tried the CD version yesterday and it bitched about the SB in Win2k + VDMSound and locked up in DosBox. I'll have to try the floppy version as well. BTW, enabling or disabling EMS with Dynamix adventure games can mean the difference between crash (led stops blinking + black screen when using MT-32 music) and good run IIRC.

V.

Reply 9 of 24, by Unregistered

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So if that's not causing it, is there something else in the log that may indicate the problem, and a way to correct the problem? I am currently running it without sound effects since combat is extremely slow with all the pauses but I really miss the sound. 🙁

Reply 10 of 24, by vladr

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Unregistered wrote:

So if that's not causing it, is there something else in the log that may indicate the problem, and a way to correct the problem? I am currently running it without sound effects since combat is extremely slow with all the pauses but I really miss the sound. 🙁

In my post I was referring to Willy Beamish not MoM. AFAIK the MoM problem is not due to VDMSound since SoundFX has the exact same problem although it implements the SB emulation differently.

V.

Reply 11 of 24, by Unregistered

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Well I'm not sure what it could be if it's not VDMSound. I have never had this problem previously with this game when I was able to run it through Win98 and WinXP. And I know the pause is caused by the sound effects, as when you turn the sound effects off within the game, the pause disappears. You can still run the music without problems.

I have never tried SoundFX so I can't speak about that. What I do know is that it is related to the sound effects, and that it previously has worked in WinXP and Win98 on this system without this problem. This is the first time I have ever seen this problem in the many years I have played the game.

Reply 12 of 24, by Snover

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Wait...it has worked in Windows XP? Are you using XP now, or are you using W2K, or something else?

Yes, it’s my fault.

Reply 14 of 24, by vladr

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Get "Update 1" for VDMSound from http://vdmsound.sourceforge.net/files/VDMSoun … 0.4.update1.zip -- unzip in the VDMSound directory, overwrite when prompted, and try the game again. Also try disabling EMS if that doesn't work (or run dosdrv.exe then game.exe from a DOS box instead of using "Run with VDMS", since DOS boxes by default don't have EMS whereas "Run with VDMS", by default, does have EMS).

V.

Reply 15 of 24, by gx5ilver

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I am having the same problem. Mom won't run with ems off. Again turning off digital sound makes it run just fine turning them on have the units move then the sound effects play. Tried changing everything I could. I am running the newest version of VDMsound (just downloaded it yesterday off of sourceforge).

Reply 16 of 24, by vladr

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As far as I can tell, the delay problem is not caused by VDMSound since the same problem occurs with SoundFX 2000. I'm curious if it also occurs with XP's emulation...

V.

Reply 17 of 24, by Reana

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I've been trying to correct the delay seen in MoM combat too. The delay is minor, but enough to be annoying.
I've tried various things with adjusting the latency and memory, but can't seem to get it to work normally. It may have improved some with my tweaking, but it's hard to tell for sure - it's definitely not fixed though. I found this solution in a post at sourceforge.net that seems like it might be the cause of the problem:

"If your problem was not fixed after having performed
Step 1, use a third-party program to force Windows
into generating interrupts at an increased frequency.
Such a program is attached; it will remain resident
and will periodically reprogramm the Programmable
Interrupt Timer (PIT) to a given frequency, overriding
the default frequency or that that might have been
specified by the game. You will probably need to
tweak it for every game, as different games might
expect different interrupt frequencies."

Full post is here:
https://sourceforge.net/tracker/index.php?fun … 091&atid=220091

Do you know what 3rd party program might allow the PIT to be adjusted? I can't find anything.

Thanks,
Reana

Reply 18 of 24, by Unregistered

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Reana wrote:

Do you know what 3rd party program might allow the PIT to be adjusted? I can't find anything.

Oops - Just realized the file was attached to that original post. 😀 Well, I tried it, but it didn't seem to have any effect 🙁

Oh well ...

Reply 19 of 24, by Snover

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SPEEDSET is the updated version of PITSET. Use it instead. It's available in Deep Thought.

Yes, it’s my fault.