Gravis UltraSound¶
The Gravis UltraSound (or just GUS) was released in 1992 by an unlikely manufacturer: Canadian joystick company Advanced Gravis. Its audio capabilities were far ahead of anything else on the consumer market — wavetable synthesis, stereo sound, and up to 32 channels of simultaneous playback.
The catch? The GUS made no attempt at backwards compatibility with AdLib or Sound Blaster cards. Programs had to be written specifically for it. Many DOS gamers kept a Sound Blaster alongside their GUS for titles that lacked native support — and in DOSBox Staging, you can do the same by enabling both devices in your configuration.
Another quirk: unlike most sound cards, the GUS shipped with no built-in instrument sounds. All voices had to be loaded from disk via “patch files” at driver load time. Due to licensing restrictions, these patch files can’t be distributed with DOSBox Staging, so you’ll need to obtain them separately.
Where the GUS truly shone was in the demoscene and tracker music community. Second Reality by Future Crew, widely considered one of the greatest DOS demos ever made, was designed to sound its best on a GUS. Games with native GUS support, like Star Control II, also benefited enormously from its superior audio capabilities.
How games use the GUS¶
Software used the GUS in several distinct ways. Understanding the difference is important because each requires a different DOSBox configuration.
Native GUS¶
Approximately 40 games have native GUS support. These titles use the card’s hardware mixing to play tracker-style music, uploading their own samples directly to the GUS’s on-board RAM — no patch files or drivers needed. This is the GUS at its best: crystal-clear multi-channel audio mixed in hardware with a very low noise floor.
Notable native GUS games
All demoscene productions with GUS support also fall into this category — they upload their own instrument samples and use the hardware mixer directly.
Native GUS games typically need only gus = on in the config. Select “Gravis
UltraSound” (or similar) in the game’s setup utility. No patch files or TSRs
are required.
Gravis UltraMID¶
Around 100 games support the GUS through UltraMID, a MIDI translation layer. These games send standard MIDI commands (just like they would to a Roland MT-32 or General MIDI device), and the UltraMID driver translates them into GUS hardware calls, loading the appropriate instrument samples from disk.
The result can sound very good — somewhere between FM synthesis and true
General MIDI — but it requires the GUS patch files to be installed. The
patches must be placed in the directory pointed to by
ultradir (default C:\ULTRASND), with the MIDI instrument
bank in a MIDI subdirectory.
Some UltraMID titles also require ULTRAMID.EXE to be loaded as a TSR before
starting the game. When this is the case, add it to the [autoexec] section:
Tip
If the game’s setup utility offers both “Gravis UltraSound” and “GUS MIDI” (or similar), try the native GUS option first — it usually sounds better. Fall back to the MIDI/UltraMID option if the native one produces no music.
Notable UltraMID games
For a comprehensive list of games with GUS support (both native and UltraMID), consult the official GLIST.TXT compatibility list maintained by Gravis:
Setting up the GUS environment¶
For games that need the patch files (UltraMID titles), you’ll need to set up the GUS directory structure. The expected layout is:
C:\ULTRASND\
├── MIDI\
│ ├── ACBASS.PAT
│ ├── ACPIANO.PAT
│ ├── ... (instrument patch files)
│ └── DEFAULT.CFG
└── ULTRAMID.EXE
The patch files cannot be distributed with DOSBox Staging due to licensing restrictions. Search online for “GUS patch files” or “GUS MIDI patches” to find them. Several freely available patch sets exist.
Once the files are in place, ensure ultradir points to the correct location
in your DOSBox config:
Note
Native GUS games and all demos do not need the patch files — they
upload their own instrument samples. You only need the ULTRASND
directory setup for UltraMID games.
GUS-only configuration¶
If you want to emulate a system with only a GUS and no Sound Blaster (as some purists had in the 1990s), disable the other sound devices:
This can be useful for games where the GUS and Sound Blaster interfere with each other, or when you want to ensure a game uses its GUS code path exclusively.
Mixer channel¶
The Gravis UltraSound outputs to the GUS mixer channel.
Configuration settings¶
Gravis UltraSound settings are to be configured in the [gus] section.
Note
The default settings of base address 240, IRQ 5, and DMA 3 have been chosen so the GUS can coexist with a Sound Blaster card. This works fine for the majority of programs, but some games and demos expect the GUS factory defaults of base address 220, IRQ 11, and DMA 1. The default IRQ 11 is also problematic with specific versions of the DOS4GW extender that cannot handle IRQs above 7.
gus¶
-
Enable Gravis UltraSound emulation. Many games and all demos upload their own sounds, but some rely on the instrument patch files included with the GUS for MIDI playback (see ultradir for details). Some games also require
ULTRAMID.EXEto be loaded prior to starting the game.Possible values:
on,offdefault
gusbase¶
-
The IO base address of the Gravis UltraSound.
Possible values:
210,220,230,240default,250,260.
gusirq¶
-
The IRQ number of the Gravis UltraSound.
Possible values:
2,3,5default,7,11,12,15.
gusdma¶
-
The DMA channel of the Gravis UltraSound.
Possible values:
1,3default,5,6,7.
ultradir¶
- Path to the UltraSound directory (
C:\ULTRASNDby default). This should have aMIDIsubdirectory containing the patches (instrument files) required by some games for MIDI music playback. Not all games need these patches; many GUS-native games and all demos upload their own custom sounds instead.
gus_filter¶
-
Filter for the Gravis UltraSound audio output.
Possible values:
ondefault – Filter the output. This applies a 1st order low-pass filter at 8 kHz (lpf 1 8000).off– Don’t filter the output.<custom>– Custom filter definition; see Custom filter settings for details.