BBond007 wrote:Still, the rest of the Ultima6 (intro) music sounds pretty good running on the HPS except I notice popping in the actual game-play.
Unless I'm wrong, the popping you're hearing in Ultima6, if you are in the first room (throne room), is actually the game's extremely crappy PC beeper sound effects trying to simulate the sound of fireplaces and torches. Go south a little bit and experience horrendous fountain sound effects. If you go further south and leave the castle the crappy popping goes away.
Regarding other music on MUNT, I think the slowdown must be related to how much polyphony is happening. If you watch the partial state section on the MT-32 (desktop MUNT display) on remote and compare to same section during local+MUNT, during the less busy section, rhythm is steady and perfect, but as soon as too many voices are going the music starts to lose integrity. I think you must be right that HPS is simply overloaded if too many voices are playing simultaneously.
Listen to attached u6_dungeon_munt. At around 23 second mark, as soon as all the extra instruments begin, you can hear the "heart beat" drum rhythm break down. At this point in the song on the PC based MUNT display you can see almost the entire partial state matrix (all 32 voice) are filled with notes. I think the other songs that sound fine, sound fine because we're asking local-MUNT to do less work (less simultaneous voices).
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