tohopesThis track plays during the final level of the game, when B.J. returns to Deathshead's keep to finish him off.
The only uploads of this track that I could find on YouTube had low volume or included in-game sounds, so I extracted the sections of this track from the game's resource files and stitched them together in Audacity.
I do not know of any authoritative source of track names for the game's music other than those included in the released OST. Other people have uploaded recordings of this tune under the names "Kill Deathshead" and "Deathshead's Compound Main Halls".
This tune is comprised by the following 5 files: sound/music/c16p1/mus_c16p1_battle_v2_start.wav sound/music/c16p1/mus_c16p1_battle_v2_s1.wav sound/music/c16p1/mus_c16p1_battle_v2_s2.wav sound/music/c16p1/mus_c16p1_battle_v2_s3.wav sound/music/c16p1/mus_c16p1_battle_v2_s4.wav
Roughly: 0:00 start 2:25 s1 3:37 s2 4:48 s3 6:00 s4 ... s1 again ... s2 again ... s3 again ... s4 again ... fade-out over first 15 seconds of s1
The background image I used for this video is a wallpaper submitted to Alpha Coders Wallpaper Abyss by Deridder45: wall.alphacoders.com/big.php?i=419745
from Wolfenstein: The New Order (2014) composers: Mick Gordon, Fredrik Thordendal game developer: MachineGames game publisher: Bethesda Softworks
Wolfenstein: The New Order music - Deathsheads keep (final level)tohopes2016-11-01 | This track plays during the final level of the game, when B.J. returns to Deathshead's keep to finish him off.
The only uploads of this track that I could find on YouTube had low volume or included in-game sounds, so I extracted the sections of this track from the game's resource files and stitched them together in Audacity.
I do not know of any authoritative source of track names for the game's music other than those included in the released OST. Other people have uploaded recordings of this tune under the names "Kill Deathshead" and "Deathshead's Compound Main Halls".
This tune is comprised by the following 5 files: sound/music/c16p1/mus_c16p1_battle_v2_start.wav sound/music/c16p1/mus_c16p1_battle_v2_s1.wav sound/music/c16p1/mus_c16p1_battle_v2_s2.wav sound/music/c16p1/mus_c16p1_battle_v2_s3.wav sound/music/c16p1/mus_c16p1_battle_v2_s4.wav
Roughly: 0:00 start 2:25 s1 3:37 s2 4:48 s3 6:00 s4 ... s1 again ... s2 again ... s3 again ... s4 again ... fade-out over first 15 seconds of s1
The background image I used for this video is a wallpaper submitted to Alpha Coders Wallpaper Abyss by Deridder45: wall.alphacoders.com/big.php?i=419745
from Wolfenstein: The New Order (2014) composers: Mick Gordon, Fredrik Thordendal game developer: MachineGames game publisher: Bethesda SoftworksAI video: Robbie Rotten using a toilet and being frustrated that it is clogged.tohopes2023-05-13 | generated by huggingface modelscope (index 1.4.2, model 1.1.0??) with prompt "Robbie Rotten using a toilet and being frustrated that it is clogged."Initial D - Elisa - Lost Into The Night [loop 3x]tohopes2019-01-12 | I edited this track in Audacity to have the main part loop 3 times.
For the background, I took an Initial D pic from Internets and blended a few layers in GIMP with just a few color / filter operations.
featured in Initial D (1998)Initial D - Sara - Burning Up For You [loop 3x]tohopes2019-01-12 | I edited this track in Audacity to have the main part loop 3 times.
For the background, I took an Initial D pic from Internets and blended a few layers in GIMP with just a few color / filter operations.
featured in Initial D (1998)Cheetahmen Trance Remix by 鼻そうめんP/HanasoumenP[HSP]tohopes2018-11-21 | original on niconico: nicovideo.jp/watch/sm1415549
original title and description (including MP3 download link): チーターマンをTranceにしてみた 既に乗り遅れた感もありますが、比較的スタンダードなトランスっぽいノリしてみました。なんだかM.I.K.E.とAirbase足して割ったような変な感じに※追記:コメント沢山ありがとうございます。 MP3の要望がありましたのであげときますよー。http://eucaly.net/~k_hiro/mp3/cheetahmen2remix_trance.mp3 さらにリミックスできました→sm4440718Roland CM-64 Service Notestohopes2018-09-03 | A full-color scan of Roland CM-64 LA/PCM Sound Module - Service Notes - First Edition, fifteen pages, dated Aug. 1989.
This is the service manual, intended to inform maintenance and repair, as opposed to the owner's manual.
Most of the information applies more-or-less directly to the CM-32L and CM-32P as well, as the CM-64 is a combination (with two circuit boards in one box) of those two devices.
Much of the information is also applicable to the Roland MT-32 and LAPC-I, as they are all very similar devices.
Everything should be legible at 4K resolution.Still Life (2005) - trailertohopes2018-01-01 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Introtohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Prague2tohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - BadFeelingtohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Chicago2_p2tohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Chicago1 / Headquarterstohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - MainMenutohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Unsettling / A Very Dark Nighttohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Creditstohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Prague1 / The Killer Lurkstohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - music - Chicago2_p1tohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - ending cinematic (Confutatis)tohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Still Life (2005) - opening cinematic (Dies Irae)tohopes2017-12-29 | Music and cinematics from the 2005 murder-mystery point-and-click adventure video game, Still Life, converted from the original OGG and Bink Video files.
The cinematics make use of segments of Mozart's musical rendition of the Roman Catholic Requiem mass.
Also included is the official trailer, which was included in Bink Video form with the playable demo.
playlist: youtube.com/playlist?list=PLNXHw_ipV81jI1XlzMRNDUym36hW7mUi0Blood & Magic - Sound Canvas music - 7030 - Hernes Woodtohopes2016-11-06 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7016 - Old Stone Keeptohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7013 - Serpent Valleytohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7010 - Doegan Capitaltohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7096 - Kingdom of Nixtohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7093 - Phantom Passtohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7090 - Vanesci Hamlettohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7076 - Hall of Wondertohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7073 - Puzzle Palacetohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7036 - Edenvale Castletohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7050 - Realm of Tidestohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7033 - Web Mountainstohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7053 - Realm of Landstohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7056 - Realm of Firetohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 704x - Tartyron Unbound (cutscenes)tohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 7070 - Konigheimtohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 706x - Nuts and Bolts (cutscenes)tohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 708x - Harvest of Horrors (cutscenes)tohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 700x - Howl of Vengeance (cutscenes)tohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsBlood & Magic - Sound Canvas music - 702x - Matchmaker Mayhem (cutscenes)tohopes2016-11-05 | The music of Blood & Magic, as played by the game running in DOSBox connected to a Roland Sound Canvas SC-55mkII via a USB MIDI interface.
Roland's Sound Canvas units are MIDI romplers (which produce musical notes by playing built-in, prerecorded digital sound samples). They were some of the first General MIDI-compliant devices. GM, published in 1991, mandated a standard list of instruments, which simplified composition of music for computer games at a time when there was a proliferation of MIDI hardware devices from different manufacturers.
This is in contrast to the earlier use by many computer games of non-General MIDI-compliant devices like the Roland MT-32, which had its own proprietary set of instrument sounds. (Of course, unlike the MT-32, the Sound Canvas is not really a synthesizer, forcing composers to use the built-in timbres rather than create new sounds.)
The Roland Sound Canvas was a kind of standard of computer music during its heyday. Some composers of early/mid-90s computer games scored their games with the Roland Sound Canvas in mind. One set of FM voice patches, designed by Team Fat and used by many games to play music on AdLib and Sound Blaster cards, was designed to have the card's FM OPL chip mimic the sound of each instrument as played by a Roland Sound Canvas.
Blood & Magic uses the Human Machine Interfaces MIDI framework to play music. The tracks are stored in HMP format within the MAIN.STF file. Each stored file is referenced by a resource number, which I've included in the title of each video.
The game is composed of 15 levels which are arranged in 5 "stories" of 3 levels each, and there's a musical track for each of the 15 levels. Each story also has 4 short tracks for its cutscenes.
from Blood & Magic (1996) Lead Music Composer: Ron Saltmarsh Music Composer: Andy Warr Game Developer: Tachyon Studios Game Publisher: Interplay ProductionsWolfenstein: The New Order music - Nightmare! (dream of Wolfenstein 3D)tohopes2016-11-01 | This music plays when B.J. dreams of fighting through a level of Wolfenstein 3D.
This track is from the following file: sound/music/c05/dream/mus_c05_dream_getthem.wav
The background image I used for this video is a wallpaper submitted to Alpha Coders Wallpaper Abyss by Deridder45: wall.alphacoders.com/big.php?i=419745
from Wolfenstein: The New Order (2014) composers: Mick Gordon, Fredrik Thordendal game developer: MachineGames game publisher: Bethesda SoftworksWolfenstein: The New Order music - Baltic Monitor (Stomper)tohopes2016-11-01 | This is the music (or effect) that plays when B.J. confronts the Baltic Monitor, or "stomper", in the introductory level of the game.
There's a 39-second "riser_intro" track over which are played several "hit" tracks. I've composed them manually (in Audacity) for this recording.
This effect uses the following files: sound/music/c01p2/mus_c01p2_monitor_riser_intro.wav sound/music/c01p2/mus_c01p2_monitor_hit_01.wav sound/music/c01p2/mus_c01p2_monitor_hit_02.wav sound/music/c01p2/mus_c01p2_monitor_hit_03.wav sound/music/c01p2/mus_c01p2_monitor_hit_04.wav sound/music/c01p2/mus_c01p2_monitor_hit_05.wav sound/music/c01p2/mus_c01p2_monitor_hit_06.wav sound/music/c01p2/mus_c01p2_monitor_hit_07.wav sound/music/c01p2/mus_c01p2_monitor_hit_08.wav
I left out the last "hit" track (08) because "riser_intro" isn't long enough to span across all 8 "hit"s.
The background image I used for this video is a wallpaper submitted to Alpha Coders Wallpaper Abyss by Deridder45: wall.alphacoders.com/big.php?i=419745
from Wolfenstein: The New Order (2014) composers: Mick Gordon, Fredrik Thordendal game developer: MachineGames game publisher: Bethesda SoftworksRoboCop 3 (PC) - Roland LA music - Delta Citytohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - Deathtohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - Drivingtohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - Flyingtohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - MEDIA Break Musictohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - Ninjatohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - OCP Towertohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - The Churchtohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.
from RoboCop 3 (1992) Audio: Barry Leitch Game Developer: Digital Image Design Game Publisher: OceanRoboCop 3 (PC) - Roland LA music - Sewerstohopes2016-08-30 | The music of RoboCop 3, as played by the game running in DOSBox connected to a Roland CM-64 via a USB MIDI interface.
The CM-64, like the MT-32, CM-32L, and LAPC-I, is one of Roland's "Linear Arithmetic" synthesizers, which produce musical tones by combining PCM samples with synthesized waveforms. These devices, marketed to amateur musicians and players of computer games, were less expensive, less powerful relatives of Roland's D-50 Linear Arithmetic synthesizer which was used by professional musicians in the late 80s and 90s.
These videos include a photo of the LA32 synthesis chip in my CM-64 which produced the sound recorded in the videos. The date code printed on it indicates that it was produced in the 13th week of 1989.
In some of this game's music tracks, the various parts get noticeably out of sync with one another, meaning that some parts/instruments/voices play during parts of the tune when they're clearly not supposed to. This suggests that the game's music playback was more complex (and buggier) than simply streaming all parts together as a single MIDI sequence, as is done in many games.
Also interesting is that instruments are not re-set when gameplay transitions from a mission to the subsequent mission briefing, causing the music for "Media Break" scenes and cutscenes to sound different depending on which mission was just played.
RoboCop 3 uses the Roland LA synth for sound effects as well as for music, for example playing Low Timbale (a drum) from the MT-32's rhythm set when the player kills an enemy and playing Explosion (exclusive to later CM-units and LAPC cards) when a character fires a gun.
Some of the tracks use extreme channel volume and velocity controls, causing horrible distortion when played on my CM-64, so I wrote some code to intercept and reduce the channel volume values in real-time. You could probably avoid this distortion on an MT-32 by turning down the master volume (unfortunately not so on the CM-64, whose master volume control is analog as opposed to digital).
Recording all of the game's music tracks was made easier by the fact that the game engine is controlled by interpreted (uncompiled) script which can be found (and modified) in plain-text form within the ROBO.DAT file. There is a line like "#TUNE 1" that sets the music for each mission or stage of the game. Editing the "TUNE" number for a particular mission makes it easy to record each of the 10 tracks.
I took the title of each track directly from a listing within the ROBO.DAT file, and tracks are ordered in this playlist according to that listing.