First (as I am debugging), let me paste this code so I can continue running 
my programs here.

KQ1 -
Emulating SCI version 0.000.685
Graphics: Using the sdl driver 0.3
MIDI-out: Using the win32mci driver 0.2
MIDI-device: Using the mt32gm driver v0.01
Sound server: Using the win32e sound server 0.2
Calling kq1::play()
Send: No object at c63c!
pc=7431 acc=c63c o=c844 fp=92d2 sp=92d6
prev=1 sbase=92b0 globls=372a &restmod=0
Step #130432
7431: [W] send 04
  <invalid>::dispose[FUNCT]()
>

This message was received when clicking on "Begin Game" in the main menu. I 
can run it again and click again and the second run, it worked. I believe it 
is the same message I reported before...but just FYI. (Also I just took note 
that early in the Freesci startup it said SCI01. Never took note of that. I 
knew KQ1 is not officially supported yet, but wanted to report that again)

Okay - back to music.

KQ1 has a muscial riff to get it started with the fanfare. I now hear the 
first note of that only. The fanfare comes in at what would probably be the 
correct spot, but many of the musical notes "stick" and hold longer than 
they should. Some notes aren't played. Letting the title screen music play 
on the win32e synth is pretty much crash and burn on my system. ;)

SQ3 -

This sounds pretty good. It is a little rushed during the Sierra logo build, 
but the logo always builds now (instead of not animating and just 
"appearing" a horizontal line at a time) Once it fades out from the sierra 
to the sq3: pop screen, the music slows as the instruments come in. Although 
this time around, the tempo seems to stay a little more consistant than it 
used to. (at a slow speed) There are still minor changes as lots of 
animation takes place. (Like when you tried to buy a game and run it on your 
486SX-33 with all the options enabled when it REALLY wanted a 486DX2-66)

Garbage music sounds good. I need to play through it a bit so I can get a 
savegame at Festors. I remember that music as being pretty cool and would 
like to hear it on this synth. Heh heh.

Camelot -

Title screen music tempo is rushed. There is a small horn background part as 
the screen is supposed to melt (a la blocky ega pixel style) to the subtitle 
screen...but I only hear the first note of it. The rest doesn't play

On the castle screen, a lot of the flute part continues to get choked off. 
Many notes hold longer than they should like in some other game instances.

COMMENT & QUESTION - Set the tempo thing aside for a moment. It seems as if 
many notes don't want to be let go of at the proper time. The note continues 
to hold for a much longer period of time than it should or even forever 
(until the program is closed). Could it be this problem is affecting the 
polyphony count? (Doesn't freesci keep count of the notes playing and limit 
that amount?) That said...these notes are playing longer than they ought to 
be and clogging the "polyphony pipeline" if you will. Therefore notes get 
choked from ever being played because they don't think they *can* be played.

1: What controls when a note is stopped being played?
2: Is each note being stopped properly? (Secretly...could a note still be 
playing but at volume 0 when it should be "gone"?)
3: Can the polyphony limit be lifted? (if it exists...I can be off my rocker 
here on the last two paragraphs) Or doubled? (64)

- Chris Kennedy

P.S. Again, this was the release candidate source code that was linked to on 
this message group.


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