Soundfonts

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Re: Soundfonts

by Hexereticdoom » Thu Aug 17, 2017 8:45 pm

Hello, some few days ago I casually discovered a rather unpopular MIDI soundfont called Titanic 200 GM-GS, tried it with Fluidsynth playing Alien Vendetta and surprisingly... It's pretty delightful! Seriously, what a cool change respect from GZDoom's standard SF2 and some other ones out there... :o

It is described by the source website as an ideal soundfont to play abandonware games like those ones working with ScummVM (graphic adventures like Maniac Mansion, Secret of Monkey Island, Indiana Jones and lot more). It has a bit bigger size than the SGM v2.01 soundfont in uncompressed format, but in my opinion the results are worth the initial loading time. :thumb:

If you wanna take a peek and try it with your favourite Doom mods, just go to next webpage and click the download link you'll see:

http://www.emu-france.com/emulateurs/31 ... 200-gm-gs/

Have fun! 8-)

Re: Soundfonts

by wildweasel » Wed Aug 16, 2017 10:12 pm

I apologize that your post got moved to the Gallery of Useless Bumps before. I've reinstated it. The Gallery isn't supposed to be for posts like yours.

Soundfonts

by EmperorGrieferus » Wed Aug 16, 2017 7:03 am

Cyberdemon2006 wrote:Yaay, just got FluidSynth working

Anybody got any Soundfonts to recommend?
I can recommend my Sound Canvas SC-55 soundfont. This soundfont is Patch93's SC-55 soundfont v2.2 with samples from Bill90's Masquerade 55 soundfont v006 (SC-55 based soundfont) and JexuBandicoot527's SC-55 soundfont that contains samples from original module. Link for download: https://www.dropbox.com/s/xnayl3v0tox9g ... d.zip?dl=0.

Re: Soundfonts

by Gez » Thu Dec 12, 2013 5:11 am

I listened to CBLOOD7.MID in SLADE 3 with the Arachno soundfont and there were no volume issue. Now it's the MIDI straight from the actual game, not from ZBlood. I don't think it changes anything because they had no reason to change it for the conversion mod, but just in case: CBLOOD7.MID from the game has a CRC-32 checksum value of d9d13d1f.

Re: Soundfonts

by NantoCodd » Thu Dec 12, 2013 4:46 am

Yeah, maybe that was my laptop fault. It doesn't have dedicated soundcard, just a sound driver software.

Re: Soundfonts

by TheUltimateDoomer666 » Thu Dec 12, 2013 1:45 am

NantoCodd wrote:Now this is getting weird. ZBlood Map 05-Map 06 will crash when I use BASSMIDI or VirtualMidiSynth, It is okay when I use other driver than two of them, but the FluidSynth will make the Map06 music sounds ear raping. Using other soundfonts than Arachno (SGM v2.01, WeedsGM3, GeneralUserGS, etc) sounds okay.
BASSMIDI does crash for me sometimes with Arachno and some other soundfonts. However, the CoolSoft VirtualMIDISynth works fine for me with Arachno Soundfont and ZBlood (even on maps 5-6)--it doesn't crash, and it doesn't sound earraping, which is why I usually prefer it over the other synths...though it probably depends on system setup, memory usage, etc.

Re: Soundfonts

by NantoCodd » Sun Dec 08, 2013 12:06 am

Now this is getting weird. ZBlood Map 05-Map 06 will crash when I use BASSMIDI or VirtualMidiSynth, It is okay when I use other driver than two of them, but the FluidSynth will make the Map06 music sounds ear raping. Using other soundfonts than Arachno (SGM v2.01, WeedsGM3, GeneralUserGS, etc) sounds okay.

Re: Soundfonts

by TheUltimateDoomer666 » Sat Dec 07, 2013 7:59 am

I usually use CoolSoft VirtualMIDISynth, it's pretty good.

Re: Soundfonts

by Gez » Sat Dec 07, 2013 6:22 am

Slade uses FluidSynth for MIDI playback. So, with the same soundfont, it should sound the same as FluidSynth in ZDoom.

Re: Soundfonts

by NantoCodd » Sat Dec 07, 2013 5:58 am

My bad actually. I just had heard it from Slade3 player, and not yet hear how it sounds on ZDoom itself. It sounds great and well, maybe something is wrong with Slade3. By the way, what is the best midi driver to use along with Arachno? Bassmidi or fluidsynth? All this time I always use Timidity, but some PWADs music stutter badly.

Re: Soundfonts

by TheUltimateDoomer666 » Sat Dec 07, 2013 5:18 am

NantoCodd wrote:Is that just me or the Arachno Soundfont sounds earraping on some midis? Examples are CBLUD7.mid from ZBlood. Some instruments sounds like they are too loud.
Sounds fine to me. It is loud and clear; it's not "earraping". What volume setting(s) do you use? (I have ZDoom music volume at 1.0 - max)

Re: Soundfonts

by NantoCodd » Sat Dec 07, 2013 12:00 am

Is that just me or the Arachno Soundfont sounds earraping on some midis? Examples are CBLUD7.mid from ZBlood. Some instruments sounds like they are too loud.

Re: Soundfonts

by Mánibranðr System » Sun Dec 01, 2013 8:07 am

esselfortium : To me, I am fine with just Tube Amp simulation. With it alone, it sounds fine enough without trying too hard. Also, having a tablet has its perks, since it allows me to easily draw automation shapes quickly. :P

Re: Soundfonts

by SyntherAugustus » Thu Nov 28, 2013 9:20 pm

Messing with fl studio and some vst instruments is still better than the saxophone guitar I can't stand (Though for actual midi composers like essel the VST instruments sound even worse probably). CrisisGM3 doesn't do the saxophone thing and sounds more OPL, which is why I use it over the others.

Whatever the user wants anyway. I'm glad I'm allowed to customize my doom experience and express it to some degree.

Re: Soundfonts

by esselfortium » Thu Nov 28, 2013 5:55 pm

ArcheKruz wrote:
blackfish wrote:All the distorted guitars sound like saxophones to me. MusTheory doesn't sound that bad though.
Yeah unfortunately, there is no realistic way to make Guitars in MIDIs sound good, save for coding an Emulated Tube Amp routed to an unused CC parameter. The Roland SC-8850 Pro has a Tube Amp Filter routed to CC 71 and CC 74, unfortunately that kind of hardware isn't being sold anymore, and they go for at least $400 on eBay.
Even with amp emulation, there are so many intricacies and expressive elements in the actual playing of a guitar (strum timing, velocity, different timbres from different strings, muting, subtle pitch bends, etc) that it's effectively impossible to ever be able to drop an existing MIDI track into a program to make it sound realistic.

Doing it properly means many long hours drawing automation parameters, and unfortunately the harder you try to make it sound realistic, the less it sounds like a charmingly retro synth guitar doing its thing, and the more it sounds like a soulless uncanny-valley imitation. Having struggled with it myself, I can pretty safely say that actually training to become a guitar virtuoso to record it for real would be a more effective use of approximately the same amount of time and effort it takes to craft a convincing and expressive electric guitar performance using a sequencer.

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