Soundfonts

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: Soundfonts

Postby DaMan » Fri Nov 22, 2013 4:58 am

Graf Zahl wrote:So what can I do with this monster? It's unusable because it immediately crashes when being used from inside (G)ZDoom because it runs out of memory.

Flagging (g)zdoom.exe as large address aware got it working for me.
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Re: Soundfonts

Postby Graf Zahl » Fri Nov 22, 2013 8:07 am

Didn't help. Now it loaded for over a minute, then crashed. Is there any player software available that has a 64 bit option? I don't want to install a driver just to check this out.
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Re: Soundfonts

Postby ArcheKruz » Fri Nov 22, 2013 4:38 pm

I got Evanessence2 loaded just fine using the BASSMIDI plugin for Foobar2000. You can also contact the author to make a lite version with downsampled wavs.
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Re: Soundfonts

Postby Discordance » Sat Nov 23, 2013 7:20 pm

I still need to try and download CGM3 again, kept cutting off about 100MB in on my numerous last attempts.
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Re: Soundfonts

Postby NightFright » Tue Nov 26, 2013 8:37 am

I have experimented with tons of different soundfonts recently and found that the following sound really good:

1) Arachno soundfont
2) Xioad Bank
3) 38.1mg The Atomic Soundfont V1.0 Bank

Actually, my personal favorite is the Atomic soundfont. It is the smallest of the three banks, but it has quite impressive instruments. Works fine with Timidity or BassMIDI. If you don't want to use EAWPats, this is a really good alternative.
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Re: Soundfonts

Postby Hellser » Tue Nov 26, 2013 7:38 pm

I threw this together for those who want to hear what some of these soundfont suggestions sound like.

Click here!
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Re: Soundfonts

Postby blackfish » Tue Nov 26, 2013 8:29 pm

All the distorted guitars sound like saxophones to me. MusTheory doesn't sound that bad though.
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Re: Soundfonts

Postby Hellser » Tue Nov 26, 2013 9:14 pm

MusTheory, as I said to my friends; is a jack of all trades, as is SGM. But there are some things in SGM that lacks (such as the strings aren't as pronounced).
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Re: Soundfonts

Postby blackfish » Tue Nov 26, 2013 9:30 pm

If I can get CrisisGM to sound louder I'll be very happy. Trying to tweak it in Polyphone right now.

Then again, if I simply spend time ogg'ing up music I wouldn't have to worry about soundfonts as a whole.
https://www.dropbox.com/s/v522nsskprvxzgy/map01b.ogg Sample, from BTSX Map01
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Re: Soundfonts

Postby ArcheKruz » Thu Nov 28, 2013 7:11 am

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.
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Re: Soundfonts

Postby esselfortium » Thu Nov 28, 2013 6:55 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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Re: Soundfonts

Postby blackfish » Thu Nov 28, 2013 10:20 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.
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Re: Soundfonts

Postby ArcheKruz » Sun Dec 01, 2013 9:07 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
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Re: Soundfonts

Postby NantoCodd » Sat Dec 07, 2013 1:00 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.
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Re: Soundfonts

Postby TheUltimateDoomer666 » Sat Dec 07, 2013 6:18 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)
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