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GUS pseudo-emulation is awful with some patches #878
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I ended up here to see if I'd done something wrong with my GUS patch folder. Though I've never heard a real-life GUS, the (final official) 4.11 patch set doesn't sound so hot to my ears, with too many wrong-sounding instruments (Doom 2 MAP01 is especially awful, and the little tooting flute in E1M2...). Unfortunately any patch set higher than 4.11 just sounds busted, with tons of static. So for Chocolate Doom it's currently 4.11 or nothing, as far as I can tell. Looking for a non-GUS ChocoDoom music solution until/unless GUS quality improves. Results were identical in 3.0 beta. |
This is a bug in Vanilla Doom that Chocolate Doom is simply faithfully emulating. If you want to play with the correct instruments, here's what to do:
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Thanks for the reply. That's actually the configuration I switched to, and it sounds good, but I was confused by it being called Native MIDI (thought that implied system-level MIDI driver). So if I understand, Native MIDI / timidity.cfg sounds like what a GUS could sound like in vanilla Doom, if it was not affected by the bug? That said, the post-4.11 patch sets still sound broken w/ the Native MIDI / timidity.cfg setup. Here is a quick recording from Choco 2.30 / Doom 2 map01 / 1.61 Pro Patches Lite: Is this known/expected too? |
I wanted to test dgguspat with the Timidity configuration file and Native MIDI on Debian 9 (my only system right now), but somehow it doesn't work because it uses my system's sound font for Native MIDI and GUS (emulated) defaults to Native MIDI. I have specified the path to the patches and have made sure the letters are in the correct case. I wonder what could be wrong. The package |
This is the bug that I am reporting. Your recording shows how it sounds, but since I have checked on the Chocolate-Doom wiki, I have read that SDL_mixer uses Timidity and thus the bug may come from there. |
Closing issue since I think we established that this is intended behavior. |
Does that mean that DOSBox is not faithful emulating GUS? |
* Initial part, wall/plane brightmaps * STbar weapons No Hell Staff at the moment. It shares a lot of bright pixels on red energy and on staff itself, which makes bmap looking ugly. Without that bright pixels there will be notable "holes" on red energy... Probably better just leave it as is. Same problem with one bright pixel on Ethereal Crossbow, but at least it is possible to avoid it. * Remove "doom" reference * Artifacts and world weapons * Light sources No wall torch, it shares same colors in flame and lower metal part. Serpent Torch have a face lit, but it looks okay (more or less), should be discussed. * Monsters and Volcano Excluded monster: Disciple of D'Sparil, because last death frame (pile of purple energy) is also lit, which is looking odd. * Switch mobj brightmaps to per-state bias - Better bmap for Iron Lich. - Mostly solved Hell Staff attacks. This is as far as I can go. * Update r_thing as well * Add menu item! * Make brightmaps const As recommended by @turol * Add Heretic's `crispy_brightmaps` variable to Setup * More brightmapped objects - Flame and Infernal orbs (no need for half-bright, fire is okay with full brightness). - Weredragon fireball - Iron Lich flame wall - Volcano fireball * Remove TODOs and redundant line breaks
Chocolate-Doom's emulation may be fine with the EAWPATS GUS patches and the GUS401 patches (distributed as dgguspat.zip on idgames), but it's broken with the PPL160 patches. (I didn't test with other patches, these are the one that I always use with DOSBox because others suck, so the problem may affect other sets of patches)
This affects both Doom 1 and Doom 2, but Doom 2 seems to be affected more (maybe because of changes to the DMXGUS lump). Map01's music sounds like if it was on the Jaguar 32X.
If you don't have the PPL160 patches, grab them here:
http://www.mediafire.com/file/8mezjdsyuj3/GUS+Install.7z
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