64-bit Fluidsynth?
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- Major Cooke
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64-bit Fluidsynth?
The only version hosted on the wiki is the 32-bit version. Would it be possible to supply a 64-bit version?
Re: 64-bit Fluidsynth?
Don't know if I want to go through all the pain of recompiling all its dependencies for 64-bit Windows when I don't remember specifically what they were.
- NeuralStunner
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Re: 64-bit Fluidsynth?
Personally I'd recommend switching to the BASSMIDI driver. It's got great sound and I think performs better than Fluidsynth. You also then wouldn't have to worry about an extra library for 64-bit ZDoom builds.
- BlueInferno
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Re: 64-bit Fluidsynth?
Bassmidi plays just about every soundfont flawlessly vs fluidsynth screwing up some soundfonts I used. CT8MGM.SF2 along with others dont run at all on it.
- Graf Zahl
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Re: 64-bit Fluidsynth?
NeuralStunner wrote:Personally I'd recommend switching to the BASSMIDI driver. It's got great sound and I think performs better than Fluidsynth. You also then wouldn't have to worry about an extra library for 64-bit ZDoom builds.
But then you'd have to worry about a SYSTEM DRIVER!
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Re: 64-bit Fluidsynth?
No linux or mac? Your argument is invalid.BASSMIDI
- NeuralStunner
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Re: 64-bit Fluidsynth?
One that's stable and works in any other MIDI-capable program, yes. I don't see the problem.Graf Zahl wrote:But then you'd have to worry about a SYSTEM DRIVER!
- Graf Zahl
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Re: 64-bit Fluidsynth?
Of course you wouldn't. I prefer solutions that don't include system features that may become broken in the future. The MIDI stuff already fell victim to this once.
- NeuralStunner
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Re: 64-bit Fluidsynth?
How's it any different from using any other system synth? But that's fine. I was just giving Major Cooke a tip to begin with.
I don't think he uses either of those. Regardless, a win32 fluidsynth.dll is going to be just as worthless on those systems.Edward-san wrote:No linux or mac? Your argument is invalid.
Re: 64-bit Fluidsynth?
It's quite easy to build Fluidsynth on Linux, and with some minor difficulties on Mac. Only Windows version requires very complicated setup to do so.NeuralStunner wrote:I don't think he uses either of those. Regardless, a win32 fluidsynth.dll is going to be just as worthless on those systems.Edward-san wrote:No linux or mac? Your argument is invalid.
- Major Cooke
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Re: 64-bit Fluidsynth?
Wondering if there's a universal one where any of the three versions can just produce a re-usable dll by windows, mac or linux. If so, perhaps, in that case mental, you could provide?
Re: 64-bit Fluidsynth?
No, Windows uses PE, Mac uses Mach-O, and Linux uses ELF. They're not compatible with each other. And even if they were, the dependencies of the dll/dynlib/so would be different on the different systems.
Re: 64-bit Fluidsynth?
I use Coolsoft Virtualsynth
Although there is a little lag when a song is starting because it's preloading the 64mb soundfont I use I think.
Although there is a little lag when a song is starting because it's preloading the 64mb soundfont I use I think.
Re: 64-bit Fluidsynth?
Guess what! I built a 64-bit Fluidsynth DLL. Unfortunately, all it produced for sound was a loud high-pitched buzzing that drowned out all other sounds. (Maybe the scaling is way off?) No idea what I did wrong. Maybe I'll try again later.
Oh, and for posterity: The dependencies I needed were win-iconv, libintl, and glib.
Oh, and for posterity: The dependencies I needed were win-iconv, libintl, and glib.
Re: 64-bit Fluidsynth?
Here: FluidSynth in 64-bit glory
Compiled with the default VS2013 toolchain, so it only works on Vista and up. Turns out I should have paid attention to the warnings instead of assuming they were benign (since the majority were about ptrdiff_t -> int truncation). It wasn't using config.h, so <math.h> was not getting included, which meant all the fp math routines were using the default prototypes that returned ints. Disaster ensued.
Building in 64-bit also revealed a minor problem I had with the original 32-bit build, so I redid that. Anybody using it might want to redownload it.
An interesting project to try sometime might be to "fix" it so it can use native Windows API calls instead of glib so that it can be built more easily for Windows systems.
Compiled with the default VS2013 toolchain, so it only works on Vista and up. Turns out I should have paid attention to the warnings instead of assuming they were benign (since the majority were about ptrdiff_t -> int truncation). It wasn't using config.h, so <math.h> was not getting included, which meant all the fp math routines were using the default prototypes that returned ints. Disaster ensued.
Building in 64-bit also revealed a minor problem I had with the original 32-bit build, so I redid that. Anybody using it might want to redownload it.
An interesting project to try sometime might be to "fix" it so it can use native Windows API calls instead of glib so that it can be built more easily for Windows systems.