I'm not entirely sure how the MUS format works, but it looks similar to the MOD format, judging from XWE's preview, and when that happens in a MOD everything is pushed ahead by that much. This could account for the an extra microbeat of timing added before the tune actually starts. Of course, this is all conjecture and it's impossible to know for sure.Īlso, regarding the timing differences in the Doom 1 tracks, I noticed that between D_DDTBLU and its copies that there is an extra note of silence in the MUS data from the two copies where there isn't in the original. It's feasible that they may have overlooked the hanging note, being such a small team and having so many music files with duplicates everywhere. id took the music files and without realizing it used older versions for the second and third copies which had these issues. What this looks like to me, as a composer, is an oversight or possibly outdated versions that were fixed. It's extension doesn't make much sense musically speaking or game development wise for looping. The held note at the end of the two copies is a Square Wave instrument whose note is held longer than in the original D_DDTBLU, but which does exist. The splash cymbal is added at the beginning of the track instead. Since the Kalimba instrument is missing from the copies it just plays as the Soundtrack pad instrument twice before returning. In the first run-through it's an Ocarina instrument, in the second it's a Tubular Bell instrument, in the third it's a Synth String 1 instrument, in the fourth it's a Soundtrack pad instrument, and in the final loop it's a Kalimba. The song loops six times and each time it calls another instrument patch for a particular MIDI channel. Instrument 20: #185: 85D_DDTBLU has a Kalimba instrument (#108) in the list while D_DDTBL2 and D_DDTB元 are missing this and have a Splash Cymbal (#155) instrument instead. Instrument 03: #034: Electric Bass (picked) Next on my list to record are Heretic and Hexen.Īccording to XWE, a big difference between D_DDTBLU and its copies are the instrument lists: Currently I have music packs for Duke Nukem 3D, Doom, Doom II, Rise of the Triad, Shadow Warrior, Blood, Descent, Descent II, and Hocus Pocus with many more planned to come. I also have other game music packs available on my website Roland SC-55 Music Packs, hosted by. I do, however, recommend the boosted packs for in-game play. However, also available are the untouched raw uncompressed music packs which have no compression or volume enhancements for the audiophiles out there that want the absolute purest experience possible. The packs are boosted and slightly compressed so that they are on a more equal volume level with sound effects, otherwise the music gets drowned out easily. I just finished recording the Doom II Roland SC-55 soundtrack and it's available now in OGG, MP3, and FLAC.ĭoom II Roland SC-55 Music Pack UPDATED V1.2! (added missing duplicate tracks)Įach track fades out at the end for out-of-game listening experience but contains metadata info for loop start and end points so when playing with ZDoom or Chocolate Doom (or any other port that might implement metadata loop tags in the future), the tracks will loop seamlessly and imperceptibly while preserving end-note and reverb information without being cut off, giving the illusion of playing with a real SC-55. Decided to make a new thread for this and future releases, as there has been some interest in them.
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