![]() ![]() Or perhaps a Stereo-on-1 driver that would support stereo sound. ![]() For instance, a high quality Covox Speech Thing driver could be written, which would offer better sound quality than the Disney Sound Source, at least on faster systems. ![]() This specification can be used to potentially develop new VBE/AI drivers for other sound devices that lack support in DOS. The VBE/AI spec is an open standard, the documentation of which can be found on-line.All it needs is a parallel port, which makes it compatible with systems that lack both integrated Sound Blaster compatibility and ISA slots, such as older laptops, IBM PS/2 systems with Microchannel architecture and modern post-ISA PCs. Although the Disney Sound Source doesn't have as good audio fidelity as a Sound Blaster, the major advantage of the former is that it does not require ISA slots or DMA controllers.There are a lot of games that use Miles/AIL (ADV) drivers for sound support! bristlehog posted an extensive list in another topic. First of all, the list of games that can be made to work with the Disney Sound Source suddenly increases considerably.The fact that this works has some very interesting implications: This was based on an idea floated by bristlehog in this post. Long story short, I patched the game to use the Miles VESA driver (VESADIG.ADV) for digitized sound output, and then I loaded the VBE/AI driver for the Disney Sound Source (SSWAVE.COM), which is bundled as an example/reference driver in the VBE/AI SDK. Holy crap, it actually worked! □ (Well, at least in PCem, but it will likely work on actual hardware too.) ![]()
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