VOGONS


First post, by john_2019

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I'm trying to understand how "FM synthesis" and "MIDI synthesis" are relative to each other.

For example, in one article that I found on the Internet (here it is) it is said that...

> the process by which sounds cards produce audio output from MIDI input is called synthesis. There are three synthesis methods:
>
> * FM synthesis
> * Wavetable synthesis
> * Waveguide synthesis

So, as I understand this article, the author assume that FM synthesis is a subtype of MIDI synthesis.

On the other hand, FM synthesis and MIDI synthesis are sometimes mentioned in contrast with each other, for example on this YouTube video:

https://www.youtube.com/watch?v=He_mlHj7tOU

* AdLib: starts on 0:05
* MIDI: starts on 2:50

Or this one:

https://www.youtube.com/watch?v=v9snl7f5oms

Reply 1 of 25, by LunarG

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MIDI is short for Musical Instrument Digital Interface. It is only a protocol for transferring musial data (channel #, note, velocity, filter envelopes etc.) between different musical equipment. MIDI isn't a form of synthesis, only the data that MIDI compatible equipment can interpret and turn into music.
Hope that helps.

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Reply 2 of 25, by john_2019

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Thanks. Well, but what is the proper way to refer to the "sound implementation" in games?

One game is intended to work with "Roland MT-32". Could we say that this game have MIDI music?

Another game is intended to work with "AdLib" sound card. Could we say that this game have "FM synthesized" sound?

And how to compare these games from the sound point of view? I mean, we could say that one game have "EGA" mode and another game have "VGA" mode. EGA and VGA are both display modes. But I can't understand how to say the same phrase about FM synthesized/MIDI games.

Reply 3 of 25, by LunarG

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Games that use MT-32 for music uses midi to transmit data from the computer to the MT-32. In fact, as far as I know, midi is normally used as the communication protocol for FM synthesis as well.
I think what causes so much confusion, is the GM or General Midi standard.
General Midi was defined in 1991, and was a way of standardising electronic instruments, so that music made for one GM device, would play back correctly on any other GM device.
The standard defined 128 "program numbers" (instruments if you prefer, in a specific order), minimum number of polyphony, a set number of channels (16) etc.
This made the standard very attractive for use in games etc. The Roland SoundCanvas series of devices are GM devices. And sadly, FM based sound cards can (sort of) emulate GM, although not very well. You can hear this if you play GM midi files on a OPL card.
The confusion happens because FM, wavetable and other forms of synthesis all use midi. Midi doesn't determin how the music will sound, only how it is played back. You could say the midi data is the performers, while the synthesizer is the instrument being played.

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Reply 4 of 25, by LunarG

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Oh, and yes, a game with MT-32 music has midi music. Pretty much all game sound before we started getting full digitized music and sfx was midi in one form or another.

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Reply 5 of 25, by john_2019

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Thanks again. Well, here is the comparison table of "The Secret of Monkey Island" versions:

Monkey Island versions  | Graphics               | Sound           | Release date
---------------------------------------------------------------------------------
Floppy disk EGA version | 16 colors, 320 × 200 | AdLib | 1990
Floppy disk VGA version | 256 colors, 320 × 200 | AdLib or MT-32 | 1990
CD-ROM VGA version | 256 colors, 320 × 200 | CD audio | 1992

How to fill the "Sound" column? Here is the 1st version:

Sound
--------------
AdLib
AdLib or MT-32
CD audio

but I don't like it, because AdLib and MT-32 aren't _technologies_ - they are brand names.

Another version, probably better:

Sound
----------------------
FM synthesized
FM synthesized or MIDI
CD audio

On the other hand, since MIDI could be used for FM synthesized sound, the first version is probably better. I don't know.

I want to be technically correct and consistent, but I haven't enough knowledge 😀

Last edited by john_2019 on 2019-02-26, 14:47. Edited 2 times in total.

Reply 6 of 25, by keenmaster486

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MIDI is a method of encoding musical data, basically, as a series of notes played by "instruments". If you play a MIDI file on your PC, that data gets sent through the MIDI port on your sound card to your MIDI device such as a Roland Sound Canvas or something, which plays the right notes from the right instruments based on samples contained in its memory. Later sound cards have "wavetable" chips which allow them to do the same thing without an external box. You can load up different sound fonts depending on what particular sound you like; as all of the instruments are just samples.

FM synthesis refers to Yamaha OPL2 (9 channel, mono - this is "Adlib") or the later OPL3 (18 channel, stereo, in Sound Blaster Pro II and above) chips, and various compatible clones, which are always onboard to the sound card and produce FM (frequency modulated) tones and some percussion which can be made into music if you program it right. The sounds produced are not samples - they are synthesized in real time by the OPL chip.

The confusion occurs because you can use the FM chip as a device to play back MIDI files on, by either using a MIDI player that supports it, or routing MIDI commands to the FM chip in Windows. OPL3 is not a MIDI synthesis device, but it can be emulated as one in software. If you do this it won't sound as good as having an actual MIDI device. OPL3 will sound its best playing music that was specifically designed for it, and not just generic MIDI files. MIDI files will sound different with different software if you are using the FM synthesis chip for output, because the software has to handle the instrument selection and play things in real time instead of just blindly sending notes to the MIDI output.

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Reply 7 of 25, by LunarG

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john_2019 wrote:
How to fill the "Sound" column? Here is the 1st version: […]
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How to fill the "Sound" column? Here is the 1st version:

Sound
--------------
AdLib
AdLib or MT-32
CD audio

but I don't like it, because AdLib and MT-32 aren't _technologies_ - they are brand names.

Yes, both AdLib and MT-32 are, as you say, brand names. So is "Sound Blaster Pro" which was a common sound selection in DOS games.
But "AdLib" referred to a device compatible with the AdLib card. This is a privilege that came with being "the first" to release a product for a niche... The ones who come after tends to be referred to as clones or "compatibles". When the MT-32 was popular, there wasn't really any other real ptions for sound on the PC, other than the built in "PC speaker", which is what the vast majority had to settle for. Since it isn't viable to program direct support for potentially hundreds or thousands of different sound devices, it was necessary to try to standardise things, hence "AdLib" or "Sound Blaster" referring to compatible devices, and not necessarily the original device.

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Reply 8 of 25, by john_2019

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@LunarG Well, from what you said it seems that this version is the most accurate:

Monkey Island versions  | Graphics              | Sound
------------------------------------------------------------------------
Floppy disk EGA version | 16 colors, 320 × 200 | AdLib and compatible
| | to it sound cards
------------------------------------------------------------------------
Floppy disk VGA version | 256 colors, 320 × 200 | * AdLib and compatible
| | to it sound cards
| | * MT-32 and compatible
| | to it
| | ** sound cards
| | ** and devices (that is,
| | Roland Sound Canvas)
------------------------------------------------------------------------
CD-ROM VGA version | 256 colors, 320 × 200 | CD audio

Reply 9 of 25, by cyclone3d

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None of the Sound Canvas models had the same synthesis as the MT-32.

They only have an MT-32 compatibility mode which only works properly IF the game didn't send any modification commands to change the stock settings.

Some games also exploited "bugs" with the MT-32 so they won't sound correct with any Sound Canvas anyway.

See here:
https://en.wikipedia.org/wiki/Roland_SC-55#CM … MT-32_Emulation

You also don't need all that extra explanation. It is well understood what Adlib means. No reason at all to add anything after that.

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Reply 10 of 25, by jheronimus

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Basically, you have to realise that "standard" means a different thing when it comes to music in DOS games.

Sierra Online created the market for DOS game music in 1987 when they started distributing two devices — an AdLib soundcard and a Roland MT-32. Both were products for amateur musicians at the time, but thanks to Sierra game developers recognised both as the hardware they needed to target.

AdLib was made using a Yamaha OPL2 chip that any company could source and use in their products. So when Creative wanted to make an AdLib-compatible SoundBlaster, they didn't implement a "standard", they just bought some Yamaha chips, put them on their cards and that was that. Alternatively, some companies started making cheaper clones of the Yamaha chip. But that's not how standards work.

MT-32 is a much more complicated device, so you couldn't just source a single chip that would implement the functionality of the whole unit. SoundBlaster AWE32, Gravis Ultrasound, Ensoniq Soundscape all have MT-32 compatibility, but all of them essentially emulate part of MT-32 functionality. Again, it's a proprietary technology everyone tried to copy, not a standard.

Then you have to realise how the music was actually produced for DOS games. I'm grossly oversimplifying, but basically it goes like this:

- MT-32 cost two AdLibs or three complete NES bundles, so you can imagine that not many people bought the unit for games.
- To take full advantage of AdLib you needed to be a programmer as well as a musician. Most musicians weren't great programmers so they preferred to work with MT-32.
- MT-32 has a library of sound samples for many different instruments. With AdLib, you only get various forms of soundwaves. Also, less polyphony.
- However, games still needed to offer AdLib-compatible music because it was a vastly more popular device. So you needed tools that would simplify music conversion from MT-32 to AdLib. Basically, these tools tried to recreate instrument samples with FM synth soundwaves as best as they could.

So, in most cases MIDI music was produced on MT-32 and then dumbed down for FM synth. This is what's possible with AdLib, but it almost never happened in games because musicians didn't have the skills necessary for such a job.

In 1992 Advanced Gravis introduced the first Gravis Ultrasound soundcard that was cheaper than a SoundBlaster and had sample-based wavetable synthesis that adhered to General MIDI standard instead of FM Synth. Other cheap General MIDI wavetable cards followed. In 1993 the industry started the move from proprietary MT-32 to General MIDI that was implemented (not emulated) by many different vendors.

However, AdLib remained the cheapest way to get music in DOS games, so game developers supported it till the very end of DOS games.

Last edited by jheronimus on 2019-02-26, 20:48. Edited 1 time in total.

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Reply 11 of 25, by john_2019

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@jheronimus Thank you very much, very simple and thorough answer.

I'm trying to create a database of my favorite games, and it should be like this:

"The Secret of Monkey Island" versions (DOS)

| | Colors | Resolution | Sound | Media type | Release date
------------------------------------------------------------------------------------
| EGA version | 16 | 320 x 200 | ? | Floppies | 1990-09
| Floppy disk VGA version | 256 | 320 x 200 | ? | Floppies | 1990-12
| CD-ROM VGA version | 256 | 320 x 200 | ? | CD-ROM | 1992-06

The problem which I'm trying to solve is to decide what kind of information should "Sound" column contain. (I described it slightly above.)

Reply 12 of 25, by SirNickity

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The problem is mostly that of de-facto standardization and the terminology equivalences that spring from that.

There are a few recognized forms of synthesizing sound:

1) Additive. Take a simple waveform (like a sine or triangle wave) and add another simple waveform to it to make it more complex. Without getting too deep into sound theory, suffice to say that you can create any sound by adding together enough sine waves of varied frequency. This is the basis of the Fourier Transform -- a way of breaking down a complex sound into a set of simple sine waves. Practical synthesizers are going to be limited in the number of waveforms available for a given voice, though, and so the resulting sound tends to be best suited to things like bells or organs, or imitations of semi-complex sounds like piano strings.

2) Subtractive. Take a simple waveform and shape it with filters. This is the overarching classification for PWM synths like the C64 SID, or well-known musical instruments like the Roland Juno or Moog stuff. If you're generous, you could lump in even those that don't offer much or any filtering, like the CMS, NES, Game Boy, Sega Master System, or even the PC speaker.

3) Frequency Modulation (FM). Now we're leveraging not only additive synthesis (combining waveforms), but also creating a pipeline where we can alter the characteristics of one waveform based on the properties of another. Since it's kind of an extension of additive synthesis, the same restrictions apply. It take a lot of simple waveforms to successfully reproduce a complex sound, and most synthesizers don't offer that much horsepower. The common Yamaha OPL2 and OPL3 can only throw a couple waveforms together. Yamaha's professional synths, like the DX-7, can add a few more -- and the resulting sound is much more sophisticated but still can't emulate real-world sounds very well. Interesting ones though, for sure.

4) Samples. Primarily, this takes a snapshot recording of a sound and can optionally play it back slower or faster to change both its duration and its pitch. Multi-sampling takes snapshots at various pitches to alleviate some of the duration-vs-pitch trade-off, but the resulting "voice" takes more memory / ROM / disk space to store. You can also define areas within a sample that can be looped to prolong the recorded sound indefinitely. You would then apply volume curves to restore the natural profile of that sound -- the initial attack, the decay to silence, etc.

5) The classification of techniques kind of known as virtual-acoustic. I.e., mathematical algorithms that simulate the physics of an instrument. Typically, this will be tailored to a specific KIND of instrument, like Pianoteq's piano (and harp, and harpsichord) simulations, or Yamaha's VL70m which can do awesome horn simulations (woodwinds, brass, etc.), or simulated strings like guitars and so on and so forth. Not something you'll likely encounter for game music, more of a professional instrument thing.

Now here's where things get complicated. There are so many terms that sometimes mean the same thing, and other times only have meaning in context. For example, the term "wavetable" could be referring to:

1) The elementary waveforms available to additive / subtractive / FM sound generators. E.g., each oscillator can select from a wavetable of square, pulse, sine, triangle, sawtooth.

2) Samples stored in ROM that can be played back on a sample-based synthesizer, like a Wave Blaster, Sound Canvas, AWE32, etc.

Then there's "FM". In the PC audio context, we know this is basically always referring to the Yamaha OPL2 / OPL3 chip on an AdLib, Sound Blaster, Pro Audio Spectrum, YMF, ESS, etc... OR, the emulation of that OPL chip in CQM, Crystal's thing, software like DOSBox, etc. In reality, "FM" is just a synthesis technique, but we know it's synonymous with OPL when talking about PC audio. Out in pro audio, you're more than likely talking about the DX-7 or its siblings, but could just be talking about a generic synthesizer like Native Instruments' FM-8. People will often refer to FM and AdLib interchangeably, because the original AdLib was JUST an OPL2 chip and supporting electronics, so there wasn't much ambiguity. When the SB provided backwards compatibility with the AdLib, it muddied the waters somewhat, but you still know what someone means when they say "it's AdLib sound". It just means it uses an OPL2 FM synth.

One thing about FM is that, even though we're talking almost exclusively about the OPL, there are subtle variations in terms of what is supported. For example, the original AdLib used IO ports around 388. Some Sound Blasters use this range for backward compatibility, but may also present the OPL2 at IO 220. Or TWO OPL2s at 220 and up, like on the SB Pro 1. Or, the OPL3 at 220 and OPL2 emulation mode at 388. So, it might be necessary to say "this game supports AdLib (i.e., OPL2 @ 388) and SB Pro (2xOPL2 @ 220), or just SB (OPL2 @ 220)." Usually, though, you can just say "AdLib-compatible" and call it a day because that's close enough.

The venerable MT-32 is a bit of an odd duck. It combines very short samples (because 80s -- ROM is expensive!) with simple waveform synthesis to create a realistic attack, and a convincing-enough sustain that it sounds more or less like whatever it's trying to emulate. Very effective for the time, and leaps and bounds beyond what most of us had. It's not totally unique, but most products would usually either be synthesizers (creating sounds from scratch) or samplers, not both. And since the the MT-32 is so prolific in game music soundtracks (thanks in large part to Sierra), we tend to refer to it as its own category. The various emulations of the MT-32 in other synths do little more than map the stock sounds to whatever that synth has on-board, and call it close enough. It's kind of like going to the paint store and asking for "purple". You'll get something that is the right general color, but probably not exactly what you had envisioned.

Now, when we talk about "MIDI", we're technically referring to sending musical data as sheet music. It's up to whatever the synthesizing device is to make sense of it and produce some kind of sound. Because that's such a loose interpretation, the MIDI forum came up with the "General MIDI" standard that at least dictates that a Piano is a Piano, and a Xylophone is a Xylophone. It doesn't say what that piano will sound like, just that it'll be a piano sound of some description.

The MT-32 is a MIDI device, in that it can receive note data via MIDI. It is NOT a General MIDI device because it does not conform exactly to the GM instrument map. The Sound Canvas is a GM device. Roland and Yamaha both had their own standards -- Roland had GS, and Yamaha had XG. They each dictate similarities within that brand's portfolio, but mean little across brands.

The OPL2 / OPL3 is not a MIDI device. It is sent discrete commands via a proprietary programming interface. However -- you can create a driver that speaks OPL and translates MIDI (or even General MIDI standard maps) to OPL commands. This is how the Windows FM synth driver works, and is often included in game sound engines like those used by Sierra and Apogee, etc. That way, they just create a MIDI soundtrack and send it to the appropriate driver to be acted upon by either your OPL sound chip, your MT-32, your Sound Canvas, or whatever you happen to have.

The AWE music synthesizer (EMU 10K) is also not a MIDI device. It takes software to translate MIDI data into EMU 10K commands. Same goes for the Gravis Ultrasound products.

The MPU-401 is a MIDI interface. It acts like a serial port -- a standard way of getting MIDI data out of a PC via a known programming interface. It's not the ONLY way to do it, it's just the only one that matters most of the time. Early Sound Blasters had a proprietary MIDI interface that not much supports. The synthesizer you use with an MPU-401 is up to you. It could be GM, it could be an MT-32, it could be a stage lighting rig controlled by MIDI data.

Even though specific hardware, like the AWE or GUS, are not native MIDI devices, we still tend to refer to them as MIDI synths because, for most people most of the time, we're using them to play back MIDI data through some kind of driver that is doing the translation. It's accurate enough to call them MIDI synths for that reason. You're getting into the realm of technicalities by being a stickler about terminology.

Reply 14 of 25, by Matth79

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FM also covers a number of other variations, as while the OPL2 of the Adlib and early Soundblasters (and the later OPL3) pretty much defined what was expected of FM, Creative later used their own FM emulation version (usually disliked), while ESS had their ESFM.
OPL2 was limited to 2 operator voices, 9, or 6 with 5 percussion, and the inherent inaccuracy of 2 operator FM synthesis gave it a classic retro sound best appreciated on a game like Lemmings. OPL3 expanded the capability to 18x 2 op voices, but with the option of lower polyphony and more complex 4 operator voices.

MIDI is a command set for sending note + instrument commands to a device, the internal wavetable facilities of soundcards being treated similarly to an external midi device, GM (General Midi) being a standard set of instrument numbers. MT32 predates GM and uses a different instrument set.
Beyond GM, there is GS (Roland) and XG (Yamaha), extending GM in various directions, while retaining backward compatibility.

Another noteworthy wavetable solution was the Gravis Ultrasound

Reply 15 of 25, by LunarG

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SirNickity wrote:

The AWE music synthesizer (EMU 10K) is also not a MIDI device. It takes software to translate MIDI data into EMU 10K commands. Same goes for the Gravis Ultrasound products.

You mean the EMU8000 of course. 😀

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Reply 16 of 25, by Scali

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I did two blogs on a topic closely related to this one, a while ago:
https://scalibq.wordpress.com/2017/03/29/trackers-vs-midi/
https://scalibq.wordpress.com/2017/05/29/trac … midi-part-deux/

Basically I try to explain what MIDI is, how it is used in composing music, and how it differs from tracking, with some focus on how trackers can extract more from FM chips than what most MIDI-based stuff does.

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Reply 17 of 25, by dr_st

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LunarG wrote:
SirNickity wrote:

The AWE music synthesizer (EMU 10K) is also not a MIDI device. It takes software to translate MIDI data into EMU 10K commands. Same goes for the Gravis Ultrasound products.

You mean the EMU8000 of course. 😀

He sure does. But the EMU10K (Live/Audigy) is not a MIDI device either. 😁

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Reply 18 of 25, by BloodyCactus

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john_2019 wrote:
@jheronimus Thank you very much, very simple and thorough answer. […]
Show full quote

@jheronimus Thank you very much, very simple and thorough answer.

I'm trying to create a database of my favorite games, and it should be like this:

"The Secret of Monkey Island" versions (DOS)

| | Colors | Resolution | Sound | Media type | Release date
------------------------------------------------------------------------------------
| EGA version | 16 | 320 x 200 | ? | Floppies | 1990-09
| Floppy disk VGA version | 256 | 320 x 200 | ? | Floppies | 1990-12
| CD-ROM VGA version | 256 | 320 x 200 | ? | CD-ROM | 1992-06

The problem which I'm trying to solve is to decide what kind of information should "Sound" column contain. (I described it slightly above.)

if you understand databases just normalise more.

you already have 1 game with 3 video settings. have multiple sound settings.

table - game
table - video modes
table - sound supported

foreign keys are your friends.

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Reply 19 of 25, by LunarG

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dr_st wrote:
LunarG wrote:
SirNickity wrote:

The AWE music synthesizer (EMU 10K) is also not a MIDI device. It takes software to translate MIDI data into EMU 10K commands. Same goes for the Gravis Ultrasound products.

You mean the EMU8000 of course. 😀

He sure does. But the EMU10K (Live/Audigy) is not a MIDI device either. 😁

Well, not the chip on it's own, but the whole soundcard, along with its drivers, function as one. It is the same way with many devices... The synth engine it self isn't necessarily designed as a native midi device, but together with the rest of the pieces it forms a midi device. I'm now talking about such things as musical instruments etc. They rely on many separate components to make them a full "midi device". So in the same way, you could argue that while the EMU8K (or EMU10K) chip alone isn't a midi device, the whole sound card makes up a midi device. I mean, outside of simple daughterboards, find me a midi synthesizer that doesn't run some sort of software to actually function.

EDIT: Fixed some typos.

Last edited by LunarG on 2019-02-28, 16:29. Edited 1 time in total.

WinXP : PIII 1.4GHz, 512MB RAM, 73GB SCSI HDD, Matrox Parhelia, SB Audigy 2.
Win98se : K6-3+ 500MHz, 256MB RAM, 80GB HDD, Matrox Millennium G400 MAX, Voodoo 2, SW1000XG.
DOS6.22 : Intel DX4, 64MB RAM, 1.6GB HDD, Diamond Stealth64 DRAM, GUS 1MB, SB16.