Here is a video of the in game samples to demonstrate how it sounds: If you don't already have a software able to read soundfonts (.sf2 files) I highly recommend Virtual MIDI Synth just like last time: I know this isn't a support forum and might be stretching how related to Doom this is, but I can't find much discussion if any about this issue and I was just wondering if any of the other folks here who use hardware sound modules on modern systems (in my case, Windows 10), have noticed the same issue occur to them.This project consists of significantly improving System Shock 1 music quality, by using much better instruments found on the internet, and heavily modify or simply tweak them to make them sound just right with the original ingame MIDI files. I've tested it on both a Komplete Audio 6 interface as well as a Roland UM-ONE mk2, and I've only noticed this mostly in Doom, as well as Sekaiju (only once looping from the end, beginning of the tracks sound fine the first playthrough) I've tried in both source ports that allow you to select the MIDI device directly (GZDoom) as well as other ports (Cripsy, Woof) where you'd need to use Coolsoft MIDI Mapper/VirtualMIDISynth to override the default Windows GM synth. It will also continue to occur again once the track loops back to the beginning. I've recorded a sample below, where it is noticeable more on both E2M1 and E3M1. I've recently acquired an SC-88VL (which has been sounding phenomenal for the record), but I've noticed a timing issue where at the start of tracks, there will be a slight stutter/hiccup that leads to the first notes rushing before the rest of the track plays normally. Hey there, long time lurker, first time poster.
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