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First post, by Un Information

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I recently got an old computer with 2 sound cards, one is a Sound Blaster Live! PCI card which doesn't play MIDI in DOS, and the other is a Sound Blaster 16 (CT2800) ISA. I have tried a few games with it, and it sounds exactly like AdLib. I even switched the music card to AdLib in some games, and it sounds exactly the same. Is it supposed to sound like that or am I missing something?

Reply 1 of 13, by Grzyb

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AdLib = OPL2
CT2800 = OPL3 + PCM

With software that doesn't make use of OPL3's additional features - and I think most games doesn't - OPL3 sounds exactly like OPL2.
The only difference should be about the PCM effects.

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Reply 2 of 13, by Un Information

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So Doom and Duke Nukem 3D didn't? Because those are the games I tried it in.

Reply 3 of 13, by Jo22

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I don’t play killer games murder simulators, but I remember that Descent supports both OPL2 and OPL3 for music.
Sam&Max or Mega Man X should support them, too. OPL3 is in stereo, often.

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Reply 4 of 13, by Un Information

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Well, I'll try installing Descent and see if that works. I don't remember the SB16 sounding that... lame.

Reply 5 of 13, by mkarcher

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First of all, you should be aware that AdLib / Soundblaster music works on a different level than MIDI music. A MIDI synthesizer gets high-level instructions like "play an A on a piano" or "play a slightly sharp F# on a violin", and then the MIDI synthesizer does its best to sound like a piano or a violin. That's not how the AdLib or SoundBlaster music synthesizers work.

The music synthesizer in the AdLib and SoundBlaster cards are on a lower level. These synthesizers have fixed general-purpose built-in formulas to generate sounds that imitate some kind of musical instruments. The game can choose from a small set of related formulas and fine-tune them. The sound card has no choice in how it sounds, though. Every OPL2-based sound card calculates the same sound, as it uses the formulas as specified with the adjustment requested by the game. The creative interpretation of the MIDI file is no longer job of the sound card, but of the music playback system included with your game. It's the game that instructs the sound card to sound in a specific way, not the sound card that "chooses" to sound a specific way. This explains why there is no advancement in technology that makes game music sound better on newer cards, with possibly one exception: Some sound cards have the option to enable interesting filters that affect the left and right channel differently, which generates different left and right channel output even on monaureal input, creating a fake stereo impression that sounds more "interesting" than plain mono sound. This kind of filtering is oftentimes called "3D stereo enhancement" or something like that. While the upside of those systems is that this filtering creates more complex sounds from simple boring input sounds, the system has the downside that the random filtering applied to sound that already is carefully mixed and has a nice stereo impression sounds messed up and less defined than it originally was. That's why most people prefer to have this "stereo enhancement" filters disabled, and so AdLib games sound nearly the same on every AdLib compatible soundcard.

There is one advancement, though: Starting with the SoundBlaster Pro 2.0, the OPL2 synthesizer chip was replaced by the OPL3 synthesizer chip. In default configuration, the OPL3 synthesizer chip uses exactly the same formulas as the OPL2 synthesizer chip, so it sounds the same. Games that support the OPL3 chip may configure it to either provide more voices of the same quality as OPL2 voices, or the same amount of voices, but with higher sound complexity. Furthermore, the OPL3 can have each note panned to the extreme left, to the center or the extreme right, while the OPL2 was mono only. To create arbitrary stereo panning, you need to use two OPL3 voices at different volumes: one for the left channel and a second voice for the right channel. In that way of operating the OPL3 chip, you neither get more voices than the OPL2 nor more complex sounds, just arbitrary stereo positions of notes.

So, in the end, it really depends on the game how it uses the extra capabilities of the OPL3, and wether it uses those capabilities at all. For example, Dune 2 is said to make excellent use of the synthesis capabilities provided by the OPL3 chip, while other games might use sound libraries that enable stereo synthesis when selecting OPL3, which you wouldn't notice unless the music files provided with the game actually specify instruments at different stereo positions. To get better (or just different) sound from an OPL2/OPL3 based sound card, you would not swap to a "better soundcard", but instead, you would need to change the software to provide other parameters to the synthesizer chip.

So, there is only one way for a OPL-based sound card to sound "correct", just like there is only one way for a CD player to sound "correct". There are a lot of later SoundBlaster compatible cards that do not sound identical to the OPL2/OPL3. This is because the OPL design is intellectual property of Yamaha, and Yamaha collected royalty fees for every OPL2/OPL3 chip used, so many sound chip vendors started to develop in-house solutions that sound mostly similar to the Yamaha way, but is generated by different formulas that do not infringe Yamaha's intellectual property. As these OPL3 imitations do not sound the way the original OPL3 sounded, this is generally seen as sounding "wrong". Some imitations are regarded as "less wrong", while others are regarded as "terribly wrong", with community oppinions ranking them from least to worst roughly in the order ESS ESFM, Creative CQM, Crystal FM and Analog Devices FM in the AD1816. Your mileage may vary depending on your taste, your expectations and the specific synthesis parameters. The fact that you did not observe any differences between AdLib and your Soundblaster 16 thus is a Good Thing(TM), as it shows that your CT2800 contains an original OPL3 instead of Creative's later CQM synthesizer. It also shows that games often didn't make much use of the extended sound capabilities of the OPL3 synthesizer, which is not a fault of your sound card.

Reply 6 of 13, by mkarcher

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Un Information wrote on 2025-06-05, 14:59:

Well, I'll try installing Descent and see if that works. I don't remember the SB16 sounding that... lame.

There are ways to make the SB16 sound less "lame":

  • Better use of OPL3 capabilities (see my previous post), but this is not that common, as game music authors often composed MIDI music for professional synthesizers like the Roland Sound Canvas, and then relied on the 3rd party music library their game uses to provide a somehow aedaquate rendering on "inferior" sound cards that do not have their own high-quality MIDI implementation.
  • Have the game music on digital audio tracks on the game CD and play it back using the CD-ROM drive connected to the sound card.
  • Have the game music pre-recorded in wave files and play them back using the digital playback function of the sound card. As the pre-recorded wave files use a lot of space, this usually only was used by CD-based games as well.
  • Use a software sample-based synthesizer in the game. Generally, a Pentium provides enough processing power that music synthesis doesn't negatively impact game performance, but some games using this approach also work well on less capable systems. Games by Epic Megagames, like Epic Pinball or Jazz Jackrabit are known to contain high regarded software-synthesized music. Some games ported from the Amiga (which had a hardware sample-based synthesizer) also use this approach, for example the series Pinball Dreams, Pinball Fantasies and Pinball Illusions. While the original PC port of Pinball Dreams is mediocre, the later ports (including Pinball Deluxe) are excellent, and can provide quite nice software-synthesized music even on 286 systems without a sound card at all (likely spending like 80% of the CPU resources on music playback).

Depending on what game you remember, there can thus be different reason why some specific game sounded less "lame". On the other hand, maybe your standards on music just raised since you experienced the SB16 in the nineties. Even the OPL3 was a big improvement over the PC speaker sound, but for general purpose MIDI synthesis, it is clearly inferior to even entry-level sample-based MIDI synthesizers, like the one included with Windows 98 and newer, so we are spoiled by better synthesizers today.

Reply 7 of 13, by keenmaster486

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Sound Blaster is Adlib-compatible, and that is the only way most Sound Blasters can generate synthesized music.

The original Adlib card used the Yamaha OPL2 FM synthesis chip.

Sound Blaster 1.0, 1.5, and 2.0 have an OPL2 chip, which makes them exactly the same as an Adlib.
Sound Blaster Pro 1.0 has two OPL2 chips, and is kind of the odd one out, but it's functionally identical to an Adlib in most cases.
Sound Blaster Pro 2.0 and all other SBs have OPL3 or a compatible Creative implementation, which is OPL2-compatible but adds extra features like stereo and twice the channels. Still will sound like Adlib.

NONE of these are the same thing as MIDI at all. See mkarcher's post above for the details, but basically MIDI is a series of note on/off commands, while FM synthesis / Adlib / OPL2/3 are much more involved, basically defining the waveform itself.

What this means is that you CAN play MIDI music through the OPL2/3 chips if your program does a lot of extra work - and that is exactly what a lot of games that support "Adlib / Sound Blaster" for music do.

Later Sound Blasters, like the AWE64, had a wavetable synthesis chip built in, which was designed specifically for MIDI. That's likely what you're looking for when you expect it to sound different from an Adlib.

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Reply 8 of 13, by mkarcher

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keenmaster486 wrote on 2025-06-05, 15:28:

Later Sound Blasters, like the AWE64, had a wavetable synthesis chip built in, which was designed specifically for MIDI.

Well, that's kind of true. While the EMU8K on the Soundblaster 32 and better models is a wavetable synthesis chip that can produce better renditions of real-world musical instruments than the FM synthesis method of the older sound cards, and thus is clearly better suited to play MIDI music, the approach taken by Creative is (again) to shift MIDI interpretation to the host computer instead of the sound card. The EMU8K chip does not know what a "piano" or a "bell" is. The chip is instructed to play samples at certain pitches and with certain volumes, apply vibrato and envelopes to them. All of that is software defined. The EMU8K on the cheap SB32 cards (e.g. the CT3600) will sound exactly the same as the (integrated) EMU8K in the CT8903 on the SB AWE 64 Gold. Basically, that's the same situation as with the OPL2 from the AdLib: If you don't change the host software, you won't profit from a late, more advanced cards.

On the other hand, it actually is true that the wavetable synthesis system on the SoundBlaster AWE32 (and all later cards) in all the variants targets MIDI synthesis, which is seen by the 512 Kilobytes of samples packed into the card. 512 Kilobytes is a quite low amount of sample data for a General MIDI compliant MIDI synthesizer, but nevertheless, the samples included in that ROM are indeed specifically targeted to play the instruments defined in the General MIDI standard. Nothing on the Soundblaster AWE32 hardware knows what instrument is stored where in the ROM chip included on the AWE cards, though, this knowledge is put into the driver instead (either directly built into the driver, or taken from the file "SYNTHGM.SBK" / "SYNTHGM.SF2" shipped with the card). If your SoundBlaster AWE32 card is equipped with RAM, samples can be loaded into that RAM, including better samples for the instruments already provided in the ROM or entirely new samples for extra instruments from advanced MIDI standards like GS or XG. You can also use the RAM to load sound effects that can be played with no CPU overhead. If you use the AWE32 in Windows, this is controlled by the AWE64 control panel. On the other hand, if you use the "AWE32" driver included with games for MIDI music in games, you usually just get the 512KB ROM from the sound card, with the MIDI-to-sample translation logic integrated into the AWE32 driver (which is the biggest MIDI music driver by far in many game sound systems, as it includes the complete layout of the sample ROM). For those games, the earliest Soundblaster AWE32 (CT2760), sounds exactly like the latest AWE64 Gold (CT4540), repeating the experience that the SB16 sounds exactly like the AdLib for FM synthesis.

So yeah, you get way better MIDI music from the AWE32, but just like with the FM synthesizer, the software that interprets the MIDI and generates a specific way to render sound from it is not running on the sound card, but needs to be provided as part of a game, operating system or music synthesizer application. On the other hand, MIDI upgrade modules for the WaveBlaster header include the MIDI interpreter on that board, and swapping the upgrade module does not only swap the synthesizer chip, but also the sample ROM and the operating system at the same time. Whether this is a good or bad thing depends on your needs, though: The low-level control possible on the AWE32 synthesizer allows for a very flexible use of the synthesizer chip by just replacing software instead of you having to use different special-purpose hardware for different applications.

Reply 9 of 13, by wierd_w

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Warcraft 2 also supports opl2 and opl3 seperately, and uses them differently.

Reply 10 of 13, by Jo22

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Un Information wrote on 2025-06-05, 14:59:

Well, I'll try installing Descent and see if that works. I don't remember the SB16 sounding that... lame.

It depends a lot on the game and SB16 revision, too!
The CT17xx series was quite noise ("noise blaster"), but also had very deep bass sounds.
On cleaner more modern cards, the sound is "thinner" sounding.

This is how the Descent shareware intro sounds.
For CT1740 you have to imagine the tone knob being rotated to low side.
https://www.youtube.com/watch?v=h9Y61wEgAHs

Here's how the game sounds with the DB50XG daughterboard (XG MIDI standard).
https://www.youtube.com/watch?v=iaO0T4Dr6Tg

And with EMU 8000 (Sound Blaster AWE).
https://www.youtube.com/watch?v=eplxN10V_xU

Edit: Here's Sound Blaster 2.0 (OPL2, mono).
The low-pass filtering makes it sound deeper, fuller.
https://www.youtube.com/watch?v=824mjXG1vIM

More audio comparisons on this site:
http://www.amoretro.de/soundkarten-und-wavetable-recordings

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Reply 11 of 13, by chinny22

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Doom setup does tend to double up it's music options.

Adlib and SoundBlaster options both get sent to the soundcards OPL (or equivalent) chip. Although does use different I/O address
General Midi, Sound Canvas, Wave Blaster, all different ways to say External Midi device.

This is not true for all games but Doom doesn't have optimised soundtracks for the different devices.

Reply 12 of 13, by SuperDeadite

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Iirc, vanilla Doom engine will default to opl2 (mono music) when any of the FM options are selected. You needed to edit the game config and manually add the -opl3 parameter to enable stereo mode on opl3 based cards.

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Reply 13 of 13, by Jo22

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Also interesting:

Yamaha OPL vs OPL2 vs OPL3 comparison
https://www.youtube.com/watch?v=5knetge5Gs0

OPL2 vs. OPL3 Audible differences, digital recording comparison

I really recommend trying out Adlib Tracker.
Many songs take advantage of OPL3's 4-OP mode.

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In what to one race is no time at all, another race can rise and fall..." - The Minstrel

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