Opened 16 years ago

Closed 16 years ago

Last modified 13 months ago

#8276 closed patch

MT-32 patch for Bug 810564

Reported by: SF/jamieson630 Owned by: SF/jamieson630
Priority: normal Component: Audio: MT32
Keywords: Cc:
Game:

Description

This patch addresses the OOB channel access reported
in Bug [810562] ALL: missing instruments with native MT-
32. The patch establishes a channel mask that can be
used to tell the MidiDriver exactly what channels to
make available to the clients (e.g. iMuse).

I am not applying this directly to CVS because I do not
have an MT-32 with which to test it. logicdeluxe and
micqo need to test this and see if it addresses the bug.
I will put it in CVS once it has been validated.

Ticket imported from: #811623. Ticket imported from: patches/381.

Attachments (2)

native_m32.diff (3.2 KB ) - added by SF/jamieson630 16 years ago.
Channel masking for native MT-32
native_mt32.rev2.diff (4.8 KB ) - added by SF/jamieson630 16 years ago.
Patch revision 2

Download all attachments as: .zip

Change History (8)

by SF/jamieson630, 16 years ago

Attachment: native_m32.diff added

Channel masking for native MT-32

comment:1 by SF/logicdeluxe, 16 years ago

How do I have to use it? I can aply the patch against the
latest source and I can compile it with VC6, which works
fine without any error so far. But I can't notice a
difference by just running the ScummVM.exe then (Of course
with native-mt32 and windows MIDI enabled in the scummvm.ini).
I hooked up my Yamaha MU5 to the MIDI-Thru port, so I can
watch the activity on all MIDI channels in its display. The
campfire scene in MI2 still uses at least the channels 1,
12, 13, 14 and 16 which all aren't played by the MT-32. The
wistle is played at channel 9 and the drums at channel 10.
That are the same channels ScummVM uses with GM conversion.
When going back to the campfire after the intro, the
channels are assigned differently but also incorrect.
I don't know much yet about the MT-32 since I'm completely
new to that device. I've just got it some days ago.

by SF/jamieson630, 16 years ago

Attachment: native_mt32.rev2.diff added

Patch revision 2

comment:2 by SF/jamieson630, 16 years ago

Patch was flawed. The new .rev2.diff patch should do the
trick. This issue also exposes a problem we've always had
with the MI2 opening cutscene -- a channel conflict between
the end of the main theme and the whistle that starts the
campfire scene. With 16 channels, there's enough to go
around -- but both tracks try to allocate a full 8 musical
channels, which causes a problem when 8 is all there is to be
had. With anything less than a full 16 channels, the whistle is
inaudible until the theme music actually stops (many seconds
after it's last heard).

In a desperate search for some sort of priority settings in the
tracks, I have added an interpretation of SysEx 0x00 (the all-
encompassing "set up everything about this channel"
message) for a byte that may be used to specify a priority
adjustment. It seems to work for the whistle, but such an
interpretation might cause unexpected behavior elsewhere, so
keep an eye (ear?) out.

Let me know if rev2 of the patch works for you. And please
test it with the MT-32, in addition to whatever other test
tools, before reporting back. Thanks.

comment:3 by SF/logicdeluxe, 16 years ago

Well, the channel mapping works correcty now with all MIDI
games except for SAM, as far as I can tell. However I
encoutered some MT32 issues not immediately related to the
mapping, so I better file new bugs for them. I checked Loom
EGA, Monkey VGA, Monkey2, FOA, DOTT and SAM with MT32 and
with GM. Not completely played to the ends, but I guess this
is pretty much enough checking. I found no regressions with
General MIDI playback nor something that goes worse with
MT32 or iMuse in general, so I think it can be commited to CVS.
For SAM there are several channels not played at all. I
guess ScummVM runs out of MIDI channels for some reason.
Very noticable in the intro before the opening sequence.
Maybe the priority mechanisnm works different than assumed
or it might be implented in a different way in SAM than it
is in Monkey2. So hard to tell if this is related to this
patch or somewhere else in the iMuse system.
Well, commit the patch, MT32 wouldn't work any better
without it!

comment:4 by SF/jamieson630, 16 years ago

Patch committed. As for Sam & Max, keep in mind that S&M
was the first LucasArts game that did not include native MT-
32 tracks. All of its tracks were designed for General MIDI,
and as such, they may very well be using more than 8 musical
channels. There appears to be a Roland driver for S&M that
may be for MT-32, but I've never heard the output from it. If
you can get the original distro working with MPU401, it would
be worth checking out, to see if the original also has to drop
instruments to make it work.

comment:5 by SF/jamieson630, 16 years ago

Status: newclosed

comment:6 by digitall, 13 months ago

Component: Audio: MT32
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