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- These MIDI Music instruments for ADoom sound much, much better than
- the ones included in the ADoom-0.5.lha archive. They need a bit more
- disk space though.
-
- To use them, unpack the archive into your ADoom directory, overwriting
- the old MIDI_Instruments and MIDI_Instruments.s files. Then start
- ADoom with the -music option or MUSIC icon tooltype.
-
- Here's what Joe Fenton wrote to me about the new instruments:
-
- "I just re-did the MIDI_Instruments
- file. I'm sending you my new one; INCREDIBLE difference in audio.
- Occasionally, you get a pop as too many loud instruments get added
- together; if you add 2 to the shift value instead of 1 (as it is
- right now), the pops go away, but the music is on avergae half
- the volume. Let me know what you think of the new file. The
- instruments are sampled at 11025 Hz; the engine plays at 11048
- because Paula can't do 11025 exactly, but it's only .2% off;
- I can't hear the difference.
-
- "MUS files are capable of panning, but I haven't seen many;
- I'll update my engine in a few days or so to support stereo
- and 22KHz samples along with 11KHz (use 22KHz MIDI_Instruments
- file instead of normal one).
-
- "The new file is bigger, but arcs pretty well
- and is VASTLY better than the previous one.
-
- "I don't plan on doing another MIDI file for
- some time; even when I add 22KHz ability,
- I won't do a 22KHz file. I'll leave that to
- someone with nothing else to do.
-
- Peter McGavin.
-