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rorirub

Fremen
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  1. Uh, true. I kind of double-backed with that. anyway, adlib gold recordings: http://cloudschatze.googlepages.com/Arrakis.mp3 http://cloudschatze.googlepages.com/Bagdad.mp3 http://cloudschatze.googlepages.com/Morning.mp3 http://cloudschatze.googlepages.com/Sekence.mp3 http://cloudschatze.googlepages.com/Sietchm.mp3 http://cloudschatze.googlepages.com/Warsong.mp3 http://cloudschatze.googlepages.com/Water.mp3 http://cloudschatze.googlepages.com/Wormintr.mp3 http://cloudschatze.googlepages.com/Wormsuit.mp3 Some tunes are shorter than the adlib/sb opl2 versions, unfortunetaly. There's a lot of bass on them, not sure if thats due to the recording, or if the real card outputs like that. Also, nice reverb effects on all of them (good 4 years before the Soundblasters could do this kind of thing).
  2. To be perfectly clear; - the music player and the game sound exactly the same in real DOS - both sound broken in Dosbox. In my above post, I meant that if you both run them in real dos, they will both sound the same. Which is perfectly logical if they use the same music data. Anyway, I've read that the CDRom version of Dune supports OPL3 music for the Soundblaster Pro 2.0, and I've found an app that can play back the music straight from the game files, using your soundcard (app is called RDOS). I'll see if I can test either of them later in the evening. I may need to install a cdrom drive to my 486 for the latter, heh. also: Dune 1 MT-32 samples: http://palvelin.dynalias.org/Music/Dune%20I/
  3. The way I understand it, MT32 was sample-based while the OPL2/3 are FM chips. It's easy to tell the difference once you listened to both implementations from any game ever. What you hear from Dosbox is FM sound, emulated. For emulating the sound, you either take an emulator for the opl2/3 output, or play the MT32 files through a midi wrapper (or again, an emulator). For both methods, you need to extract the music from the game in any format that you can feed to your emulator for playback. Or you can make recordings from the original game and use those for background music - this takes up the most space but gives the most accurate sound with the least amount of coding.
  4. It would make sense that the music player app and the game sounds the same when you run both in dosbox. I meant that dosbox sounds horrible compared to an actual Soundblaster or Adlib running the game. Quite a lot of instruments sound broken. Monsieur OUXX: there are a few utils that can play back the m32 files from the game (drtmt32 is one I think). I can't tell how accurate it is since a) I never had an mt32 compatible card and b) I can only run these apps in Dosbox. However it doesnt sound very pleasent, one of the tracks even use phone ringing as an instrument. Personally I'd like to hear an OPL3 recording from an Adlib Gold. I wonder how different it is compared to the OPL2. I tried exchanging the extensions of the hsq and agd files to force the game into playing opl3 music for my soundblaster, but it only had very minimal changes in the instruments. Someone in this thread mentioned that the only reason Dune cant use any other opl3 but the Adlib Gold is because the card had some exotic timing the sound driver took advantage of.
  5. rorirub

    Dune (SEGA) ?

    Dune for Segacd streams all sound from the disc, the music is played from ram (nice ym2612 synth, almost identical to the OPL2 of the pc version). They probably could've made some more sounds, the game was around 500mb or so. But, iirc all the voices were taken from the pccdrom version without adding extras. Also, the game was in multiple languages, including voices too I recall (the text you could set to even more languages, even Fremen).
  6. Please see my post above: - opl2 (adlib/soundblaster), in the *.hsq files - opl3 (adlib gold only), in the *.agd files - MT32 (roland mt-32?), in the *.m32 files That Dune midi player is an extremely old but nice app. Although I havent checked the insides of it, when run on my old computer with a SBPro 2.0 (one with OPL3), it sounded exactly like the game did, when set to Soundblaster mode (OPL2). So I believe it uses the OPL2 music files, although I cannot confirm. Also note, that it sounds absolutely horrible on in dosbox.
  7. Actually it was the SBPro 2.0 that had an opl3, the original sbpro had the opl2 still. So, to my understanding, the game had 3 different sounding sets of music: - opl2 (adlib/soundblaster), in the *.hsq files - opl3 (adlib gold only), in the *.agd files - MT32 (roland mt-32?), in the *.m32 files That dune midi player application uses regular adlib/sb opl2 too. Now, is there any way to play the opl3 *.agd files on a ver 2 soundblaster pro that has the opl3 YMF262 chip on it? I happen to have a card like that, and I'd really want to know how the opl3 differs in sound quality. I tried exchanging the *.agd files with the *.hsq ones and launching the game in soundblaster mode, but it only had notable differences in two tracks, and even those were more like missing instruments (MORNING and SEKENCE, going by the names the dune midi player uses). also first post, hello, etc.
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