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It also sounds to me like it is off the beat or something like that. Especially in the title menu.
Imusic is one of a kind, it plays midi dynamically on the fly depending of the action and situation you encounter during gameplay, for the time it was really revolutionary.
If you want to listen to a better version try playing the original game with the TFE engine that you can find on this link:
https://theforceengine.github.io/
They probably don't have an real awe32\64 to record from, lol..
I find it pretty pathetic a remaster is missing all sound options recorded from real hardware along with a choice new remixed tracks. I seriously probably gonna wait till this is 75% OFF
Seems much more likely to me that the whole thing was arranged with an SC-55 like most MIDI soundtracks of the time, which would make the SC-55 or SCC-1 the closest to that which Clint Bajakian intended, but I'd happily be proven wrong by a source that corroborates that OPL3 was as LucasArts intended.
I'm hoping the devs add a proper MIDI option to use Windows own MIDI mapper so one can run their own synths.
General MIDI soundtrack cards were quite rare in the 90s. I had a $2500 Gateway 2000 DX4-100 in 1994 & that didn't even come with a sound card; I had to provide my own Sound Blaster Pro 2 that my family had purchased for our home PC. $150 in 1992 money. Sound Blaster 16 only came out shortly after & *still* didn't support General MIDI.
I knew a bunch of people with gaming PCs in the early 90s & we all went to computer fairs. General MIDI, much less high end ones like Roland, were considered unicorns then. We all knew of them, but none of us knew a soul who had one. Pretty much SB/SB Pro was the standard until much later. OPL2/3 was the standard then.
Game developers tended to target it because that was the most plentiful option. Developer studios doubtless had higher end cards for testing but it was a given that most people playing their game wouldn't have such high-end gear. Rolands back then were double what I paid for my SB Pro & $300 wasn't cheap back then for something most considered optional.
You can call this anecdotal evidence, but I know full-well the events of that time & started my game programming career around 1994 when my aforementioned GW2k machine came with Borland C++ 4.0 (on 22 floppies no less) so I have a VERY deeply ingrained knowledge & memory of that time, so take that for what you will.