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Dear Dudes and Dudettes,

I am in the mood for nostalgia and decided to replay The Secret of Monkey Island. However, I can't figure out how to get the music to play. Other sounds, such as doors opening and closing, work just fine.

I have two audio files by the following names:
MT32_CONTROL.ROM
MT32_PCM.ROM

These files are in a folder named "Music" in the game's folder.

I had a look at ScummVM's readme, which said the following:

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.


Now, I'm either dyslectic or stupid, but it seems to me that if I either specify the extrapath setting to look into the "Music" folder, or that I copypaste the audio files into the same folder where the game files are, the music should play automatically. But it doesn't. So, wise oracles of Gog - what am I missing??
This question / problem has been solved by F4LL0UTimage
That the driver for the MT-32 emulation automatically turns on when it finds the ROM files doesn't mean that ScummVM knows that this is your preferred music output device. You have to configure that in the ScummVM settings.

1) Make sure you have the latest ScummVM (1.6.0) installed.
2) Copy the MT-32 ROM files into your ScummVM directory.
3) Start ScummVM and click on Options/MT-32. Set the MT-32 device to "MT-32 Emulator" and check the "True Roland MT-32" option.

Then start the game and it will play with MT-32 music. If it doesn't that means you did something wrong. ;-)
You're not trying to play the CD version of SoMI are you? Apart from the sound effects, that only had redbook audio.
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Reveenka: These files are in a folder named "Music" in the game's folder.
I all cases I'm aware of these ROM files go in the game's main folder where the executable lies.

Or you can try what "Geralt" suggests (yeah, like I'm gonna believe he's the Witcher), putting the files in the ScummVM folder but that for some reason didn't ever work for me. But you DO have to perform the addtional steps he describes.

And yeah, SirPrimalform is also right. There's been some games where all MT-32 support was removed in later releases which then used more popular MIDI devices or audio tracks of the game's CD.
Post edited January 21, 2014 by F4LL0UT
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Geralt_of_Rivia: Then start the game and it will play with MT-32 music. If it doesn't that means you did something wrong. ;-)
I followed your post exactly, bit still no music. Any idea why?
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SirPrimalform: You're not trying to play the CD version of SoMI are you?
To be honest I have no idea. I have the CDs somewhere, but I might have just downloaded the game instead of digging out the CDs when I got the files for ScummVM.

So, I don't know if this is helpful, but this is the message I get when I try to start the game (regardless of where the audio files are located and where I set the extrapath to):

This game has audio tracks in its disk. These tracks need to be ripped from the disk using an appropriate CD audio extracting tool in order to listen to the game's music. See the README file for details.

Does this mean that ScummVM isn't aware of the MT-32 files? I followed Geralt's post by the letter, so I'm not sure why this warning pops up.


EDIT:
Wait, do I need some extra piece of equipment to run MT32 files? All of this is in the large realm of Stuff I Don't Know A Thing About.
Post edited January 21, 2014 by Reveenka
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Reveenka: Does this mean that ScummVM isn't aware of the MT-32 files? I followed Geralt's post by the letter, so I'm not sure why this warning pops up.
The message makes it clear that you have the CD ROM version that SirPrimalform mentioned and which apparently does not support the MT-32 so no fiddling with ScummVM nor the ROM files is going to make it happen. The CD ROM version has audio tracks like any audio CD that you can play in a CD player and no soundcard nor emulator is going to change its sound.

Presuming that you do have access to the game's original CD I suggest you dig it up and read the readme file as the message suggests. The readme will most definitely explain in detail how to extract the music from the CD, convert it (probably to mp3 or ogg) and where to put it afterwards.

If you insist on using MT-32 emulation to get that whole adaptive music thing going that Monkey Island is famous for you will apparently need the disk version of the game. There's a slight chance that the original disk version is also included somewhere on the CD but knowing Lucas Arts that's unlikely. What I *really* suggest though is just getting the Special Editions of the first two Monkey Island games that are available on Steam. Those do have new graphics and music but you can also switch to the original look and sound at any time which includes the dynamic music thingy.
Post edited January 21, 2014 by F4LL0UT
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F4LL0UT: The message makes it clear that you have the CD ROM version that SirPrimalform mentioned and which apparently does not support the MT-32 so no fiddling with ScummVM nor the ROM files is going to make it happen.
Ahh, I see now that I have been exceptionally oblivious to what the warning message actually said. What you are saying now makes sense, of course.

My CDs and I are in different parts of the world, so it seems that maybe going for the Steam versions is my best bet. Thanks for the help - I'll mark your post as the solution.
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F4LL0UT: If you insist on using MT-32 emulation to get that whole adaptive music thing going that Monkey Island is famous for you will apparently need the disk version of the game. There's a slight chance that the original disk version is also included somewhere on the CD but knowing Lucas Arts that's unlikely. What I *really* suggest though is just getting the Special Editions of the first two Monkey Island games that are available on Steam. Those do have new graphics and music but you can also switch to the original look and sound at any time which includes the dynamic music thingy.
MI2 is actually the one where the dynamic music made its debut, and the remake of two actually somewhat breaks the dynamic music on account of it being a shoddily programmed piece of crap.
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SirPrimalform: MI2 is actually the one where the dynamic music made its debut, and the remake of two actually somewhat breaks the dynamic music on account of it being a shoddily programmed piece of crap.
Oh yeah, dang, forgot that the first game didn't have MUSE yet. Although I thought the dynamic music in the PC version of the second game was fixed. I remember watching a video on YouTube several years ago where a guy compared the PC and Xbox versions and the PC version's dynamic music thingy seemed intact. At the very least it seemed to work better than in the console version.
Post edited January 22, 2014 by F4LL0UT
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SirPrimalform: MI2 is actually the one where the dynamic music made its debut, and the remake of two actually somewhat breaks the dynamic music on account of it being a shoddily programmed piece of crap.
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F4LL0UT: Oh yeah, dang, forgot that the first game didn't have MUSE yet. Although I thought the dynamic music in the PC version of the second game was fixed. I remember watching a video on YouTube several years ago where a guy compared the PC and Xbox versions and the PC version's dynamic music thingy seemed intact. At the very least it seemed to work better than in the console version.
I think I remember that video. From what I remember, the PC version was less broken but still broken. On the Xbox I think it just changed from one version of the music to another as if they were completely different pieces. On the PC version it did fade from one to the other but it was mistimed like a bad DJ was doing it (the beats didn't match).

That and the removal of the opening credits made me really sad that it got such a shoddy remake. =(
Post edited January 22, 2014 by SirPrimalform
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SirPrimalform: I think I remember that video. From what I remember, the PC version was less broken but still broken. On the Xbox I think it just changed from one version of the music to another as if they were completely different pieces. On the PC version it did fade from one to the other but it was mistimed like a bad DJ was doing it (the beats didn't match).
I haven't played the second game much (because I considered this remake awful unlike the one of first game) and haven't paid that much attention to the whole iMUSE thing when I tried it but I'm not surprised. They would have needed to use a tracker format or a MIDI-controlled system similar to the one NOLF had to retain the flexibility that iMUSE required - and that would come at the cost of highly increased effort, higher CPU stress and sacrifices to the quality. I presume that they used audio files containing the whole arrangements and could only partially reproduce iMUSE by crossfading between them - that's pretty much bound to result in issues like the ones you described, certainly if there's the slightest changes to the pace.
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SirPrimalform: I think I remember that video. From what I remember, the PC version was less broken but still broken. On the Xbox I think it just changed from one version of the music to another as if they were completely different pieces. On the PC version it did fade from one to the other but it was mistimed like a bad DJ was doing it (the beats didn't match).
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F4LL0UT: I haven't played the second game much (because I considered this remake awful unlike the one of first game) and haven't paid that much attention to the whole iMUSE thing when I tried it but I'm not surprised. They would have needed to use a tracker format or a MIDI-controlled system similar to the one NOLF had to retain the flexibility that iMUSE required - and that would come at the cost of highly increased effort, higher CPU stress and sacrifices to the quality. I presume that they used audio files containing the whole arrangements and could only partially reproduce iMUSE by crossfading between them - that's pretty much bound to result in issues like the ones you described, certainly if there's the slightest changes to the pace.
It's true that iMuse works best with MIDI or similar formats where the sound is being generated by the PC, but Curse of Monkey Island managed a flawless implementation of iMuse using streaming audio tracks (including actual instruments as well).
The barber's shop was a great example of it being used to switch arrangement (I imagine all the different versions were recorded as one project and the different versions are basically different mixes excluding and including different tracks).
The song puzzle in the middle of the game was a great example of the other kind of iMuse where the music would change structure dependent on context.
Post edited January 22, 2014 by SirPrimalform
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SirPrimalform: It's true that iMuse works best with MIDI or similar formats where the sound is being generated by the PC, but Curse of Monkey Island managed a flawless implementation of iMuse using streaming audio tracks (including actual instruments as well).
Huh, I thought they had abandoned the concept by then, I was only aware of their older games that still had MIDI music using iMUSE or dynamic music at all. Guess I should *really* take a closer look at the Monkey Island games.
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F4LL0UT: Huh, I thought they had abandoned the concept by then, I was only aware of their older games that still had MIDI music using iMUSE or dynamic music at all. Guess I should *really* take a closer look at the Monkey Island games.
In terms of sound track, 3 is undoubtedly my favourite. A wonderful mixture of reggae (in which I'm fairly certainly the guitars, bass and drums are real instruments) and nautical-folky sounding stuff with free-reeds and woodwinds as well as a bit of orchestral type stuff.

Check out this wonder jazz/reggae/blues fusion version of the Voodoo lady music.