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I bought the collection of Sierra games back at the turn of the century, and I remember the music being fantastic. Upon playing the GOG version, I find that it is playing a Midi version that cannot hold up to the beauty of the version I remembered. Does anyone know how to get the better soundtrack running on this version?
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I couldn't figure out a way to get it to work through the GOG Galaxy launcher, but I did use the ScummVM launcher to change the audio options and was able to get audio close to what I remembered it being, it just meant I had to use the ScummVM launcher to launch the game and not GOG..
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punkboyleech: I couldn't figure out a way to get it to work through the GOG Galaxy launcher, but I did use the ScummVM launcher to change the audio options and was able to get audio close to what I remembered it being, it just meant I had to use the ScummVM launcher to launch the game and not GOG..
OK so apparently you're satisfied, but just in case you see this late reply, could you please share the details of your solution?

I saw this thread and since my issue is similar I thought it unnecessary to open a new thread: ever since I became aware of GM devices such as FluidSynth and soundfonts for making old (past century) games sound better, I try to set up my audio adequately (particularly relevant for games running in ScummVM).
I mean, the difference can be "game changing": Sam and Max Hit the Road is literally deserving of a higher rating if you can get it to play with the audio at its best (FluidSynth with the GeneralUser GS v1.471 soundfont is such an upgrade from default).
I kicked myself for not checking the audio with Ultima VII Part 1, only realising after finishing my playthrough that you could get the MUNT MT-32 emulator to significantly improve sound. I will make sure to set things up properly for Ultima VII Part 2!
And now King's Quest VII: I always use FluidSynth as the GM device, and I tried
- GeneralUser GS v1.471,
- the massive FatBoy-v0.790 soundfont and
- the SC-55.SoundFont.v1.2b reportedly the most accurate SC-55 soundfont: https://www.doomworld.com/forum/topic/118828-updates-in-progress-the-most-accurate-sc-55-soundfont/

nothing helps, I remain so far from this:
https://www.youtube.com/watch?v=9mJGqSkTFRE

Even on ScummVM site, I only found this:
https://forums.scummvm.org/viewtopic.php?t=15252

How can I get the sound to reach the level heard in the above Youtube video?
Any help would be much appreciated!

EDIT: no need to tell me to get a real SC-55 :p apparently punkboyleech found a way to configure the audio settings adequately, that configuration or similar is what I'm after
Post edited December 11, 2021 by Sat42
Problem solved!

Two things:
- first is I am an idiot and forgot this time to specify under Audio (in ScummVM options) that the preferred device should be FluidSynth (I just went straight to the MIDI tab to set things up)
- second is while the aforementioned soundfonts improve things they are actually not ideal for emulating SC-55, and I found the masquerade55v006 soundfont to be the best at reproducing the true SC-55 sounds.

Cheers

EDIT: interestingly I found out that out of the previously mentioned soundfonts, we have:
- masquerade55v006 doing the best job for King's Quest 7
- GeneralUser GS v1.471 doing the best job for Sam and Max Hit the Road

So masquerade55v006 is not necessarily the best solution for games listed as having been developed with SC-55 in mind. I do not know why. It forces you to test several soundfonts each time you play a new game from that era.

EDIT2:
FYI, none of these audio tweaks in the ScummVM settings will fix the intro FMV soundscape, perhaps not unexpected. That Xeen Music video on Youtube which I shared in the previous post provides the full and complete OST for the game using an unbeatable method: as per the video's description, "The music, having originally been composed using the Roland Sound Canvas SC-55, has been recorded directly from the original MIDI files using an authentic SC-55. Due to the hardware limitations of the SC-55 causing polyphony problems, if necessary, each channel has been recorded independently and then merged into a single track. Therefore, no notation data is lost through polyphony limitations and the tracks may be heard at their fullest."
Post edited December 11, 2021 by Sat42