VOGONS


First post, by BaronSFel001

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I read this through for not the first time (Apparently not all GS-only sc-55s are the same, some are GM) and the more I do the more confusing it gets. This Wiki listing (https://www.vogonswiki.com/index.php/List_of_ … y_MIDI_standard) has barely been started and not updated in years. There is also the information on Great Heirophant's blog postings which I assume he did his best to corroborate.

My head-banging really centers on Duke Nukem 3D, the one game that is analyzed to act well-behaved strictly on a GS-only SC-55...this despite testimony confirming it was composed on General MIDI-compliant Roland synths (SC-55mkII for Robert Prince, RAP-10/SC-7 with some SC-88 by Lee Jackson). As such, it makes zero sense why the General MIDI soundtrack would exhibit quirks specific to the original SC-55...UNLESS it is not an issue related to the devices at all, but the Apogee Sound System used to translate the MIDI calls. ASS (which is ironically proverbial) has other known issues, but if activating capital-tone fallback (despite compositions being made on devices in which such a feature does not exist) is among them then it is even worse than previously thought.

On the other hand, particularly with games made for the shareware market, some things are not secret. Their musical compositions, while they CAN become memorable if the game in question does, are not going to be world-lifting quality because it IS done on a shareware development budget. Robert Prince in particular, perhaps the most famous of shareware music composers, is known to have written on more sophisticated hardware but then downgraded directly from there since shareware has always been targeted to a lower common denominator of gaming hardware (he expressed regret that Wolfenstein 3-D's music had to be left OPL2-only, but at least he got to showcase a couple of the original MIDIs in Doom II).

While there is a column for it here (https://www.vogonswiki.com/index.php/List_of_ … _computer_games), for games which do not support Roland LA there is a dearth of centralized & accessible information on which synths game soundtracks were composed for thus would theoretically sound the most authentic on. As elaborated in prior paragraphs that would probably only get us part of the way, but it would be a good start. Heretic, for instance, is confirmed by the composer to have had its soundtrack written with Sound Blaster AWE32, but until that information came straight from the horse's mouth it could only be speculated why SC-55 runs into polyphony limits for certain tracks.

So the matter is twofold: what was a General MIDI game soundtrack composed ON and what was it composed FOR (since the answer may not be the same for both)? While tastes in devices for certain compositions are subjective (one of my own is loving what the Ensoniq SoundScape family does in LucasArts games, but those soundtracks are well-composed anyway), hopefully this can stay objective: focused on confirmed/probable composer intent. Thank you everyone for past contributions, and in advance for any new ones.

System 20: PIII 600, LAPC-I, GUS PnP, S220, Voodoo3, SQ2500, R200, 3.0-Me
System 21: G2030 3.0, X-fi Fatal1ty, GTX 560, XP-Vista
Retro gaming (among other subjects): https://baronsfel001.wixsite.com/my-site

Reply 1 of 2, by BaronSFel001

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Starting this discussion on a simpler note can be that pinnacle of shareware titles: Doom. Testimony from Bobby Prince confirmed he used a General MIDI-compliant Roland device for this, Doom II & his tracks for Duke Nukem 3D, though re-evaluation does not confirm specifically which device used: it could have been any of the variety of Sound Canvas keyboards available at the time, each with different features from each other. But even if which could be determined for certain, it would still be only half the equation.

Shareware games went for low common denominator hardware, but Doom defied that trend in several ways (one needed a hefty PC just to run it well). With Wolfenstein 3-D the Sound Blaster [Pro] standard became fully embraced for shareware gaming: AdLib music may have been old news already, but Sound Blaster digitized effects were still working their way through even retail games. Then there was another device embraced by shareware because of how developers there crossed over with hardware enthusiasts: Gravis UltraSound. Indeed there are circumstantial indications that Paul Radek's DMX audio libraries, used for the vast majority of Doom engine games along with Apogee's Raptor: Call of the Shadows, were built with Gravis UltraSound specifically in mind.

Like Wolfenstein 3-D, music for Doom was composed for MIDI; unlike Wolf 3-D, Doom could play back the same with the right equipment...which would have been a rather high-end acquisition for gamers in 1993/94. Though DMX supported GUS hardware mixing Doom made it choke to the point that support was dropped after version 1.2, yet that does not necessarily prove Prince did not have GUS in mind because that fact applies specifically to the digital sound (GUS MIDI works in a different way). We at least know a couple devices not in mind: shareware games NEVER bothered with Roland LA (it WILL sound wrong, as YouTube recordings show), and AWE32 did not yet exist (the original Wave Blaster did, but its connectivity was not yet industry standard).

Add everything up and, while there are always possibilities, it still seems safe enough to conclude the soundtracks for Doom & Doom II were both composed on and are most purely heard on a Roland Sound Canvas of the SC-55mkII generation. Yet this is in terms of instrumentation: as there is no indication any Roland GS-specific calls are made (someone please correct if this is erroneous), it should still sound faithful on other Sound Canvases (including the Microsoft GS software synth) while playing as supposed to on supported options like OPL2, GUS, and alternative General MIDI devices (some prefer how Yamaha XG handles it). When instrumentation diverges enough from Sound Canvas stark differences can manifest (Ensoniq SoundScape, Sound Blaster AWE) but that, of course, is no indictment on the soundtrack's compliance with the General MIDI standard.

System 20: PIII 600, LAPC-I, GUS PnP, S220, Voodoo3, SQ2500, R200, 3.0-Me
System 21: G2030 3.0, X-fi Fatal1ty, GTX 560, XP-Vista
Retro gaming (among other subjects): https://baronsfel001.wixsite.com/my-site

Reply 2 of 2, by BaronSFel001

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The Apogee Sound System is the crux of the confusion I hope us to collaborate to clear up. First officially launched as such for Rise of the Triad (the first musical collaboration of Bobby Prince & Lee Jackson), for Duke Nukem 3D it culminated with its Extended MIDI (EMIDI) format designed to support the full range of sound hardware in common use for the mid-90s and would be supported in all future Build Engine games built upon Duke 3D code. Though much of Apogee's catalog of 1994 releases supported General MIDI for music, prior to RoTT they were all developed by third parties (and exhibit some quirks of their own, like Sound Blaster AWE with Raptor).

It is logical enough that the purpose of ASS was being able to have the same MIDI file play "correctly" regardless of whether it was done via OPL2 or Sound Canvas. True enough that the soundtracks were composed on Roland devices, but that is not to say they were meant to be played back on the same. Gravis UltraSound, which had arguably made a bigger relative splash in the shareware market than retail, is explicitly supported as is its spiritual successor Ensoniq SoundScape (which was already entering common use by virtue of the second-generation SoundScapes being popular for OEM builds). This all-in-one approach is a known double-edged blade, verifiable by trying to play the MIDI files independent of the game.

How in the heck could Duke 3D exhibit quirks indicative of compatibility issues on all but 1.xx-ROM variants of the original Roland SC-55 despite having not been composed on such a device? I am no programmer or musician, but simple logic tells me the answer lies within how ASS tries to make everything work together at once. Capital-tone fallback is a key point: it did not exist on the Sound Canvases used by Jackson & Prince, but it certainly could on GUS and other supported hardware pre-dating Yamaha bringing the legal hammer down on Roland. Without further details [which are likely lost to the composers' recall after this many years] it is impossible to tell for sure what happened in music development.

One more thing: in the Sound Driver Enhancement Hacks of Duke 3D it is assumed Fl. Key Click is the proper tone for certain tracks based on participants' audible dead reckoning. When that first started it was assumed the presence of CTF proved Duke 3D had to have been composed on a first-generation Roland Sound Canvas; the tone assignment was still presumed as such even after it came to light that the game was composed on later Roland devices for which Breath Noise occupies that particular tone slot (as compliant with the General MIDI standard). While I cannot say the community's assessment is incorrect, it IS a possible erroneous assumption in a sea of them surrounding this particular game.

System 20: PIII 600, LAPC-I, GUS PnP, S220, Voodoo3, SQ2500, R200, 3.0-Me
System 21: G2030 3.0, X-fi Fatal1ty, GTX 560, XP-Vista
Retro gaming (among other subjects): https://baronsfel001.wixsite.com/my-site