duda sobre scummvm de windows, y sonido en juegos antiguos

Este es el foro donde la comunidad aventurera ayuda mutuamente a solucionar sus problemas, ya sean puzzles o enigmas que se resistan a ser resueltos o paradigmas técnicos.

Moderador: Moderadores

Responder
raccoon
Aventurero cáspico
Mensajes: 43
Registrado: Martes, 5 de Septiembre de 2006 0:10
Ubicación: Madrid

duda sobre scummvm de windows, y sonido en juegos antiguos

Mensaje por raccoon » Miércoles, 28 de Febrero de 2007 6:18

Buenas, tengo una duda acerca del scumvm.
Lo estaba probando con el simon the sorcerer 2,.
Por lo visto, mejora la imagen del jueo original, si quieres le pones un filtro.
¿Pero también modifica la música para que se oiga mejor o simplemente elige el mejor dirver de sonido compatible con el juego?
Es que soy purista y si modifica el sonido no me hace mucha gracia.
Al hacer la instalación lo he confiurado con una tarjeta de sonido normal, soundblaster.En el dosbox cambia muchísimo el sonido comparado con el scummvm.
Los filtros de imagen, me parecen bien, pero que distorsionen la música aunque sea para mejorarla no me agrada.
¿O puede ser que coga el mejor dirver de sonido?
Si es así, vale.Pero de lo contrario, si lo modifica, ¿cómo se puede desactivar, para escucharlo normalmente?

He pensado que puede coger el mejor driver de sonido, porque no es tan sencillo poner un filtro de sonido tanto como gráfico.
También, me acuerdo que jugaba hace años al monkey island 2, y después de pasarmelo, elegí en la configuración del juego otra tarjeta, adlib, me parece y el juego se escuchaba mucho mejor, el sonido de murciélagos por el lago del vudú eran mejores, por ejemplo.
Así que puede ser eso, no creo que implemente filtros sonoros,.

¿Alguien me lo puede confirmar?

Por cierto, ¿cuál es la mejor tarjeta de sonido para elegir en estos juegos? ¿Soundblaster, 16, awe, pro, adlib...?

Y una duda sobre el menú del scummvm, cuando estás en el juego, ¿cómo vuelves a el menú del scummvm, para cambiar deopciones, por ejemplo?
He mirado el manual y no encuentro la solución, sólo he visto un modo consola en modo texto, peor que no tiene opciones.
Supongo que con pulsar algo, vuelve, ¿pero qué?

Shed
Aventurero respetable
Mensajes: 458
Registrado: Martes, 25 de Julio de 2006 15:27
Ubicación: Andalusia (Spain)

Mensaje por Shed » Miércoles, 28 de Febrero de 2007 11:50

creo que para salir de la emulacion y volver era ALT + X ....o ALT + Q,,,

respecto a lo de los sonidos, supongo que variará dependiendo de la tarjeta que tengas tu instalada...ahi no te se decir, porque no me lo he mirado tanto....

en DOSBox si puedes elegir el driver de emulacion de sonido, que el mas compatible seria una SounBlaster PRO o 16....aparte del mencionado AdLib....(que es el mas antiguo pero suena muy caracteristico (y bien sobre todo en juegos que fueron diseñados para tarjetas Adlib o compatibles con dicho standard de sonido))

de todas formas, para cualquier duda, leete la seccion 7.0 del Readme de ScummVM que explica las opciones de sonido del emulador

recuerda tambien, mirar la lista de COMPATIBILIDAD con juegos antiguos ya que el ScummVM no soporta cualquier juego, sino unos cuantos que utlizan el motor Scumm....

Scummvm 9.0.1 Readme Documentation Seccion 7.0
7.0) Music and Sound:
---- ----------------
By default, on most operating systems, ScummVM will automatically use Adlib
emulation. MIDI may not be available on all operating systems or may need
manual configuration. If you ARE using MIDI, you have several different
choices of output, depending on your operating system and configuration.

null - Null output. Don't play any music.

adlib - Internal Adlib emulation (default)
fluidsynth - FluidSynth MIDI emulation
mt32 - Internal MT-32 emulation
pcjr - Internal PCjr emulation
pcspk - Internal PC Speaker emulation
towns - Internal FM-TOWNS YM2612 emulation

alsa - Output using ALSA sequencer device. See below.
core - CoreAudio sound, for Mac OS X users.
coremidi - CoreMIDI sound, for Mac OS X users. Use only if you have
a hardware MIDI synthesizer.
qt - Quicktime sound, for Macintosh users.
seq - Use /dev/sequencer for MIDI, *nix users. See below.
windows - Windows MIDI. Uses built-in sequencer, for Windows users

To select a sound driver, pass its name via the '-e' option to scummvm,
for example:

scummvm -eadlib monkey2


7.1) Playing sound with Adlib emulation:
---- -----------------------------------
By default an Adlib card will be emulated and ScummVM will output the music
as sampled waves. This is the default mode for most games, and offers the
best compatibility between machines and games.


7.2) Playing sound with FluidSynth MIDI emulation:
---- ----------------------------------------------
If ScummVM was build with libfluidsynth support it will be able to play MIDI
music through the FluidSynth driver. You will have to specify a SoundFont to
use, however.

Since the default output volume from FluidSynth can be fairly low, ScummVM will
set the gain by default to get a stronger signal. This can be further adjusted
using the --midi-gain command-line option, or the "midi_gain" config file
setting.

The setting can take any value from 0 through 1000, with the default being 100.
(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
presumably measured in decibel.)

NOTE: The processor requirements for FluidSynth can be fairly high in some
cases. A fast CPU is recommended.


7.3) Playing sound with MT-32 emulation:
---- -----------------------------------
Some games which contain MIDI music data also have improved tracks designed
for the MT-32 sound module. ScummVM can now emulate this device, however you
must provide original MT-32 ROMs to make it work:

MT32_PCM.ROM - IC21 (512KB)
MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise

Place these ROMs in the game directory, in your extrapath, or in the directory
where your ScummVM executable resides.

You don't need to specify --native-mt32 with this driver, as it automatically
gets turned on.

NOTE: The processor requirements for the emulator are quite high; a fast CPU is
strongly recommended.


7.4) Playing sound with MIDI emulation:
---- ----------------------------------
Some games (such as Sam & Max) only contain MIDI music data. This once
prevented music for these games from working on platforms that do not support
MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the
-eadlib, -efluidsynth or -emt32 options respectively. However, if you are
capable of using native MIDI, we recommend using one of the MIDI modes below
for best sound.


7.5) Playing sound with Native MIDI:
---- -------------------------------
Use the appropriate -e<mode> command line option from the list above to
select your preferred MIDI device. For example, if you wish to use the
Windows MIDI driver, use the -ewindows option.


7.5.1) Using MIDI options to customize Native MIDI output:
------ ---------------------------------------------------
ScummVM supports a variety of MIDI modes, depending on the capabilities
of your MIDI device.

If --native-mt32 is specified, ScummVM will treat your device as a real
MT-32. Because the instrument mappings and system exclusive commands of
the MT-32 vary from those of General MIDI devices, you should only
enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
CM-32L, CM-500, or GS device with an MT-32 map.

If --enable-gs is specified, ScummVM will initialize your GS-compatible
device with settings that mimic the MT-32's reverb, (lack of) chorus,
pitch bend sensitivity, etc. If it is specified in conjunction with
--native-mt32, ScummVM will select the MT-32-compatible map and drumset on
your GS device. This setting works better than default GM or GS emulation
with games that do not have custom instrument mappings (Loom and Monkey1).
You should only specify both settings if you are using a GS device that
has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
Please note that --enable-gs is automatically disabled in both DOTT and
Samnmax, since they use General MIDI natively.

If neither of the above settings is enabled, ScummVM will initialize your
device in General MIDI mode and use GM emulation in games with MT-32
soundtracks.

Some games contain sound effects that are exclusive to the Adlib soundtrack.
For these games, you may wish to specify --multi-midi in order to combine
MIDI music with Adlib sound effects.


7.6.0) Playing sound with Sequencer MIDI: [UNIX ONLY]
------ ----------------------------------
If your soundcard driver supports a sequencer, you may set the environment
variable "SCUMMVM_MIDI" to your sequencer device -- for example, to
/dev/sequencer

If you have problems with not hearing audio in this configuration, it is
possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This
selects the port on the selected sequencer to use. Then start scummvm with the
-eseq parameter. This should work on several cards, and may offer better
performance and quality than Adlib emulation. However, for those systems where
sequencer support does not work, you can always fall back on Adlib emulation.


7.6.1) Playing sound with ALSA sequencer: [UNIX ONLY]
------ ----------------------------------
If you have installed the ALSA driver with the sequencer support, then
set the environment variable SCUMMVM_PORT or the config file parameter
alsa_port to your sequencer port. The default is "65:0".

Here is a little howto on how to use the ALSA sequencer with your soundcard.
In all cases, to have a list of all the sequencer ports you have, try the
command "aconnect -o -l". This should give output similar to:
client 64: 'External MIDI 0' [type=kernel]
0 'MIDI 0-0 '
client 65: 'Emu10k1 WaveTable' [type=kernel]
0 'Emu10k1 Port 0 '
1 'Emu10k1 Port 1 '
2 'Emu10k1 Port 2 '
3 'Emu10k1 Port 3 '
client 128: 'Client-128' [type=user]
0 'TiMidity port 0 '
1 'TiMidity port 1 '

This means the external MIDI output of the sound card is located on the
port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
and 65:3, and two TiMidity ports, located at 128:0 and 128:1.

If you have a FM-chip on your card, like the SB16, then you have to load
the soundfonts using the sbiload software. Example:
sbiload -p 65:0 /etc/std.o3 /etc/drums.o3

If you have a WaveTable capable sound card, you have to load a sbk or sf2
soundfont using the sfxload software. Example:
sfxload /path/to/8mbgmsfx.sf2

If you don't have a MIDI capable soundcard, there are two options: FluidSynth
and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
behind music. This is very noticeable in iMUSE-enabled games, which use fast
and dynamic music transitions. Running TiMidity as root will allow it to
setup real time priority, which may reduce music lag.

Asking TiMidity to become an ALSA sequencer:
timidity -iAqqq -B2,8 -Os1S -s 44100 &
(If you get distorted output with this setting, you can try dropping the
-B2,8 or changing the value.)

Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2

Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'
command as described earlier in this section.


7.7.0) Using MP3 files for CD audio:
------ -----------------------------
Use LAME or some other MP3 encoder to rip the cd audio tracks to files. Name
the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
to use this option. You'll need to rip the file from the CD as a WAV file,
then encode the MP3 files in constant bit rate. This can be done with the
following LAME command line:

lame -t -q 0 -b 96 track1.wav track1.mp3


7.7.1) Using Ogg Vorbis files for CD audio:
------ ------------------------------------
Use oggenc or some other vorbis encoder to encode the audio tracks to files.
Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
support to use this option. You'll need to rip the files from the CD as a WAV
file, then encode the vorbis files. This can be done with the following oggenc
command line with the value after q specifying the desired quality from
0 to 10:

oggenc -q 5 track1.wav


7.7.2) Using Flac files for CD audio:
------ ------------------------------------
Use flac or some other flac encoder to encode the audio tracks to files.
Name the files track1.flac track2.flac etc. In your filesystem only allows
three letter extensions, name the files track1.fla track2.fla etc.
ScummVM must be compiled with flac support to use this option. You'll need to
rip the files from the CD as a WAV file, then encode the flac files. This can
be done with the following flac command line:

flac --best track1.wav

Remember that the quality is always the same, varying encoder options will only
affect the encoding time and resulting filesize.


7.7.3) Compressing MONSTER.SOU with MP3:
------ ---------------------------------
You need LAME, and our compress_scumm_sou utility from the scummvm-tools
package to perform this task, and ScummVM must be compiled with MAD support.

compress_scumm_sou monster.sou

Eventually you will have a much smaller monster.so3 file, copy this file
to your game directory. You can safely remove the monster.sou file.


7.7.4) Compressing MONSTER.SOU with Ogg Vorbis:
------ ----------------------------------------
As above, but ScummVM must be compiled with OGG support. Run:

compress_scumm_sou --vorbis monster.sou

This should produce a smaller monster.sog file, which you should copy to your
game directory. Ogg encoding may take a considerable longer amount of time
than MP3, so have a good book handy.


7.7.5) Compressing MONSTER.SOU with Flac:
------ ----------------------------------------
As above, but ScummVM must be compiled with Flac support. Run:

compress_scumm_sou --flac --best -b 1152 monster.sou

This should produce a smaller monster.sof file, which you should copy to your
game directory. Remember that the quality is always the same, varying encoder
options will only affect the encoding time and resulting filesize. Playing
with the blocksize (-b <value>), has the biggest impact on the resulting
filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
to read the encoder documentation before you use other values.


7.7.6) Compressing sfx/speech in Simon the Sorcerer and The Feeble Files
------ -----------------------------------------------------------------
Use our compress_simon util from the scummvm-tools package to perform this
task. You can choose between multiple target formats, but note that you can
only use each if ScummVM was compiled with the respective decoder support
enabled.

compress_simon effects (For Acorn CD version of Simon 1)
compress_simon simon (For Acorn CD version of Simon 1)
compress_simon effects.voc (For DOS CD version of Simon 1)
compress_simon simon.voc (For DOS CD version of Simon 1)
compress_simon simon.wav (For Windows CD version of Simon 1)
compress_simon simon2.voc (For DOS CD version of Simon 2)
compress_simon simon2.wav (For Windows CD version of Simon 2)
compress_simon mac (For Macintosh version of Simon 2)

compress_simon voices1.wav (For Windows 2CD/4CD version of Feeble)
compress_simon voices2.wav (For Windows 2CD/4CD version of Feeble)
compress_simon voices3.wav (For Windows 4CD version of Feeble)
compress_simon voices4.wav (For Windows 4CD version of Feeble)

For Ogg Vorbis add --vorbis to the options, i.e.

compress_simon --vorbis

For Flac add --flac and optional parameters, i.e.

compress_simon --flac --best -b 1152

Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
file to your game directory. You can safely remove the old file.


7.7.7) Compressing speech/music in Broken Sword 1
------ ------------------------------------------
The compress_sword1 tool from the scummvm-tools package can encode music and
speech to MP3 as well as Ogg Vorbis.
The easiest way to encode the files is simply copying the executable into your
BS1 directory (together with the lame encoder) and run it from there.
This way, it'll automatically encode everything to MP3.
Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
files.

Running "compress_sword1 --vorbis" will compress the files using Ogg Vorbis
instead of MP3.

Use "compress_sword1 --help" to get a full list of the options.


7.7.8) Compressing speech/music in Broken Sword 2
------ ------------------------------------------
Use our compress_sword2 util from the scummvm-tools package to perform this
task. You can choose between multiple target formats, but note that you can
only use each if ScummVM was compiled with the respective decoder support
enabled.

compress_sword2 speech1.clu
compress_sword2 music1.clu

For Ogg Vorbis add --vorbis to the options, i.e.

compress_sword2 --vorbis

Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
your game directory. You can safely remove the old file.

It is possible to use Flac compression by adding the --flac option. However,
the resulting *.clf file will actually be larger than the original.

Please note that compress_sword2 will only work with the four speech/music
files in Broken Sword 2. It will not work with any of the other *.clu files,
nor will it work with the speech files from Broken Sword 1.


7.8) Output sample rate:
---- -------------------
The output sample rate tells ScummVM how many sound samples to play per channel
per second. There is much that could be said on this subject, but most of it
would be irrelevant here. The short version is that for most games 22050 Hz is
fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
you may want to use 11025 Hz, but it's unlikely that you have to worry about
that.

To elaborate, most of the sounds ScummVM has to play were sampled at either
22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
quality of these sounds. Hence, 22050 Hz is fine.

Some games use CD audio. If you use compressed files for this, they are
probably sampled at 44100 Hz, so for these games that may be a better choice of
sample rate.

When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
is responsible for generating the samples. Usually 22050 Hz will be plenty for
these, but there is at least one piece of Adlib music in Beneath a Steel Sky
that will sound a lot better at 44100 Hz.

Using frequencies in between is not recommended. For one thing, your sound card
may not support it. In theory, ScummVM should fall back on a sensible frequency
in that case, but don't count on it. More importantly, ScummVM has to resample
all sounds to its output frequency. This is much easier to do well if the
output frequency is a multiple of the original frequency.
acabo de bajarme el 9.0.1 y mira lo que he capturado

Imagen

Imagen

Imagen

Imagen

Imagen

Imagen

raccoon
Aventurero cáspico
Mensajes: 43
Registrado: Martes, 5 de Septiembre de 2006 0:10
Ubicación: Madrid

Mensaje por raccoon » Miércoles, 28 de Febrero de 2007 22:56

Gracias!
Pero me sigue quedando la duda acerca de cómo maneja el sonido el scummvm.
¿Lo mejora o simplemente emula el mejor driver de sonido?

Es que ya te digo, el mejor creo que era el adlib, me parece.En el monkey 2 si elegías el sound blaster normal y luego otro (no sé si era el adlib) se apreciaba una diferencia bestial de calidad.Los ruidos de los murciélagos en elpantano, eran diferentes, a mejor.
¿Y en juegos antiguos cuál es la mejor tarjeta?
Ahora apenas podemos jugar con el dosbox, y creo que sólo acepta la soundblaster normal.
Pero en un equipo con 98, podía elegir tarjetas y noté la diferencia en el monkey 2, pero ahora no me acuerdo.

Tampoco sé como volver al menú del scummvm sin cerrar y volver a entrar.
Un saludo!!
Última edición por raccoon el Jueves, 1 de Marzo de 2007 14:49, editado 1 vez en total.

raccoon
Aventurero cáspico
Mensajes: 43
Registrado: Martes, 5 de Septiembre de 2006 0:10
Ubicación: Madrid

Mensaje por raccoon » Jueves, 1 de Marzo de 2007 14:48

Para salir al menú, tampoco he encontrado la solución.
Esas combinaciones de teclas, no van.
Sólo he encontrado el modo consola, peor l que quieor es volver durante el juego a a pantalla del scummvm para cambiar filtros, etc.

¿Alguna ayuda?

raccoon
Aventurero cáspico
Mensajes: 43
Registrado: Martes, 5 de Septiembre de 2006 0:10
Ubicación: Madrid

Mensaje por raccoon » Viernes, 9 de Marzo de 2007 18:28

¿¿Alguien sabe cómo volver al menú principal del scummvm una vez que estás jugando??

La única solución que encuentro es salir del juego y volver a entrar, pero debe de haber algo para ir al menú :(

Gracias de antemano :(

Shed
Aventurero respetable
Mensajes: 458
Registrado: Martes, 25 de Julio de 2006 15:27
Ubicación: Andalusia (Spain)

Mensaje por Shed » Miércoles, 14 de Marzo de 2007 12:11

ah, sobre lo del sonido...en el SCUMMVM en la seccion de sonido, tiene un desplegable, donde puedes seleccionar el driver de sonido

para mejor calidad de sonido MIDI selecciona el driver MIDI de windows y en el Panel de control, en la seccion multimedia, selecciona el MIDI Synth (que anda por el puerto 620 o por ahi)

asi tendrás una calidad MIDI bastante buena en juegos como Indiana Jones y el secreto de la Atlantida....o de ese tipo

si lo que quieres es escucharlo como sonaba en los tiempos en que esos juegos salieron al mercado...selecciona driver ADLIB en el menu de Opciones de ScummVM.....

tambien depende mucho del tipo de MIDI que tenga tu tarjeta de sonido, aunque si es nueva, sera buena supongo...

Responder