Doom: Adlib Audio Project

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Published on ● Video Link: https://www.youtube.com/watch?v=KRbXIeF3sb8



Doom
Game:
Doom (1993)
Duration: 31:01
119 views
1


* DosBox-Adlib-SoundBlaster Renditions.
* Adobe Soundbooth, Audacity, OpenMPT, MidiPlayer5 and Synthfont2.
* format: Midi to .wav (uncompressed)
* Download: https://unrealbyfusilade.wordpress.com/pc-gaming/doom/

* Original Dos ADLIB music without random vol changes etc
* no messing with crappy sourceport audio

Lame Stuff:
Please Note: Adlib is the worst option because it bugs out/ hanging notes and stuff, but i like the sound. The GM, GUS, SB, WB work fine.
I ensured nasty spikes and common issues were corrected prior to running processes for obvious reasons (avoid clips, distortion, breaking etc). Track-by-track basis, only as a modicum, levelled across the board. Although a minimal amount of time was spent, i did alot of necessary steps.
*...Sourceports and external music app players for doom wad owners. It is not a complete, re-master, cover, instrument change, sf2 variant etc, it is more of a post-process bug fix..
+ Adlib or SB is my default setup for most games dosbox, i was unaware that it was broken in comparison to the other options until testing with doom.

Conclusion:
[sf2]
fairly outdated but still powerful. Use GM.dls or GMGSx.sf2. Any Windows users can convert "GM.dls" to ".sf2"- no need for distribution. "GMGSx.sf2" option makes a good GM replacement before upgrading to modern intrument options which provide a better sound, but not old sound.

[sfz]
"sfz" is where support for higher end samples exists, but a 96khz sample wav file recorded badly, is not as good as 22050 good recording and the closer you get to modern sample recordings, the less it sounds like 8 bit old stuff. Tones generated from a spectrum do not need to be 44khz wav.
[Adlib]
renditions like this is as good as it gets for me until i can solve the bugged out music in dosbox.
[GM]
is explained above as original dls, sf2, or gmgsx. To add something helpful; When using midi apps, users may want to enable sysex for GM_ON or GM2, this may help avoid synth being disabled after each midi, but this is getting a bit more advanced.

[SoundBlaster]
I believe it has been documented by users that SB Music in dosbox for doom is more compatible than SB2,16 or pro, or AWE32 - but i have not tested fully.
[GUS]
GUS patches method similar to sfz. I have not fully tested all GUS drivers, but i know that some contain broken ".pat" files. Assume that the final release GUS-Extreme and a mix of ProPatches would be the highest quality, but from experience PPL161 is good for XCOM, but 141 breaks sound and PPL141 is better than 161 for Doom.
[variants] WADs/ini etc
As for the "gusxxx.wad" variants, these are best avoided, since no-one knows what pat files they are based on, so they are essentially "hey i swapped an instrument in an ini file, do you like it?". The biggest problem with GUS is its intended purpose as it provides 2 things:
a) higher quality samples over GM options,
b) intended for GRAVIS hardware
...thus without the hardware, it is not going to sound GUS, it will just be different instruments, Unless those instruments .pat samples were recorded on GUS hardware to begin with probably best to avoid it. However, if the .pat files are actually recorded on GUS hardware feel free to make a custom sample folder and use sfz method, pat2dat, or whatever. Don't bother with eawpats or anything like that, there is newer freepats versions and again.

All of these options may provide better sound and compatiblity in a Windows 3.1/ 95 environment, taking advantage of the additional drivers, even if running through dos within Win. And original hardware with highest quality modern instruments is the only way to get great original sound.

Everything above is superceeded by using the latest highest quality, real instrument sound samples, and if users wish to use these "sfz" format is recommended.

Soundfont stacking:
is a better alternative to modifying soundfonts. Making a custom sf2 is time consuming and messy to work with apps. Using invidiual soundfonts dedicated to instrument sets allows users to stack their favourite over the top of another soundfont and override it, and it is better for distirbution.
It is better to have mutliple "Drumsxx.sf2" files instead of having multiple "mysoundscreatedfor1midi.sf2".

Users can use "gm.sf2" + "Realdrums.sf2" + "MyCoolCymbalNoise.sf2" instead of making a "new_allcombined.sf2" etc.


Credits/Disclaimer:
Doom 1 OST composed by "BobbyPrince" not whomever YouTube decides. Prince recently stated (interview) that it's "mindblowing and cool how many things have been done with his audio". I will NOT be publishing Doom2 OST because Mr Paddock said "he doesn't care what people do with his music but they should provide credits" then ranted for an hour about How things should be done coz he has 27+yrs experience blah blah blah whilst ignoring piracy and people profiting from his work on doom world forums that have been brought to his attention, & then insults them for helping him - lol ridiculous attitude







Tags:
Doom
The Ultimate Doom
GZDoom
Zdoom
Doom audio
midi to wav
midi
John Romero
id software
Audio Mastering
doomslayer
doomguy
doommetal
gaming
bethesda
deathmetal



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