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#91
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![]() Awesome work Maestrobob!! Updated the reverb/chorus to 127 and loaded your updated soundfont and things are sounding better than ever. Much appreciate the time and effort put into this!
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![]() Fizzlelina Fizzlezalot <Castle> :: Gnome Necromancer :: Green Welgrim Stoutslammer <Dawn Believers> :: Dwarf Cleric :: Blue --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- Welgrim's Project 1999 files: https://p99.yourfirefly.com | ||
#92
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At this point if the off key/pitch problems that arise after a few midi tracks play/repeat can be fixed along with the Infinitely looping tracks and multiple tracks not triggering from the same .xmi (e.g. the 3 combat tracks but we only hear 1 or the underwater track), the music will be flawless. Although i fear some of those may require rewriting code for the way titanium client handles xmi files vs the original/trilogy clients.
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#93
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#94
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My next task is to test out the new .sf2 with the Trilogy client, and I'm expecting all of those to work/sound perfectly. | |||
#95
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![]() Windows 10, running WinEQ. I seem to be having problems getting P99 to pick up the OmniMIDI configuration. I have this list directly assigned to the P99 eqgame.exe.
Here is my current setup, very simple: [You must be logged in to view images. Log in or Register.] I've tried the flags as 1 1 0 0 over 0 0 1 1, and 0 0 1 1 over 1 1 0 0 in addition to the settings in the picture above. I haven't heard any difference whatsoever. Also have tried the creative 8MBGM soundfont. Any ideas/input? Thank you. | ||
#96
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I have the file on my google drive, it's 3 years old but still works, as you can see from the Youtube video's I did last month. Other than those vids I've not touched it since I last tested it against the real hardware. Feel free to put it onto the wiki. It's a standard sound font, I'm not going to explain how to use it as i'd just be going over info already posted at the beginning of this this thread. https://drive.google.com/drive/folde...9b?usp=sharing | |||
#97
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I noticed you used the AweROMGM.sf2 when you reassigned the samples, while I ended up using the official 1mgm.sf2 that came with E-mu's Soundfont Librarian. There is one small discrepancy with the sample pianof5 #2 (used in presets 000: Piano 1, 001: Piano 2, and 003: Honky-Tonk). Since the AweROMGM.sf2 was put together manually by splitting the awe32.rom data, the wave split is a bit off and includes a small portion of the pianof5 sample before it (these occur back to back in the awe32.rom dump, so it'd be super easy to mess that up). I don't think it actually affects the presets though, since it clips before then. Otherwise I am stoked that we can finally hear the music again as it was on the AWE cards! I know some people might not care at all, but there are still plenty of us who do. Now if there was only some way to fix the .xmi triggers in the binaries, it'd be absolutely perfect. I've heard through the grapevine that Jay Barbeau had his hands on a higher fidelity soundfont which he used to make recordings of the soundtrack back in the day. I wonder if it is still sitting around on a hard disk somewhere... | |||
#98
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I have a feeling the music lists with the track info is stored elsewhere though, I do seem to remember going though some of them to disable the really load and annoying lightening sound. I dug the old pentium with the AWE32 out of the loft, didn't connect it up to the internet but the old everquest tutorial still works, I may do a video if I can find my cables to hook it up to the capture card. I don't think there is any audio in the tutorial though as far as I remember. | |||
#99
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![]() I had some free time this morning so I decided to go on a boat ride [You must be logged in to view images. Log in or Register.]
https://www.youtube.com/watch?v=n7S2lstG9vE Ok A few things, at the moment it's just set to a zone wide trigger and on auto repeat. this can be changed quite easily. What I need is some help, I'm pretty sure there is more boat MIDI, I seem to remember some wave sounds and a dock bell on one of them. I'm hoping people can remember what tunes are missing with an approximate location in the zone that they triggered. If I can get that information I should be able to restore the missing tunes. Should also be able to fix zones like West Karana and stop the MIDI from triggering every 10 seconds as you run along the shoreline and have the whole tune to play. | ||
#100
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I'm an auditor on EQClassic, which uses the trilogy client. As far as I can tell, all of the .xmi triggers there seem to work exactly as I remember. I made a recording of the boat ride from FP to BB with the music below so you can hear exactly what happens. https://youtu.be/YAZZuaonjpU You can hear the music plays through completely once then loops once, but with most of the channels muted. Eventually the all come back in and then it ends. What's interesting is as soon as a different .xmi trigger event happens (for example the battle music), the boat music starts over again, etc. I'm thinking the .xmi was always on a zone-wide trigger, but after one loop, it's supposed to drop all of the channel volume to 0 until the next trigger. Just a hypothesis, as I haven't dove into the deep end yet. I'm definitely curious to see what you can come up with on this issue. | |||
Last edited by Maestrobob; 07-13-2020 at 07:57 AM..
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