Music Addons Breaking With Latest Dev Builds?
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Music Addons Breaking With Latest Dev Builds?
Something weird has been going on lately with music .WADs lately. The further GZDoom gets with the dev builds, the more some music addons are starting to break. I have a custom-made music addon that absolutely will not work save for maybe 13 or 14 tracks out of the 35 present and hasn't worked properly since the stable 3.3.2 release. And recently I noticed that the Doom Metal music addon primarily used for Brutal Doom started to break as well with similar problems to mine. Can anyone shed some light on this?
Last edited by Valherran on Sun Apr 15, 2018 1:17 pm, edited 1 time in total.
Re: Music Addons Breaking With Latest Dev Builds?
Breaking how exactly? Not playing all of the tracks or just playing them incorrectly?Valherran wrote:Something weird has been going on lately with music .WADs lately. The further GZDoom gets with the dev builds, the more some music addons are starting to break. I have a custom-made music addon that absolutely will not work save for maybe 3 or 4 tracks out of the 35 present and hasn't worked properly since the stable 3.3.2 release. And recently I noticed that the Doom Metal music addon primarily used for Brutal Doom started to break as well with similar problems to mine. Can anyone shed some light on this?
I noticed when I was playing The Adventures of Square that the music was playing incorrectly when using Timidity++ with the provided gzdoom.sf2 soundfont. Under FluidSynth it played correctly, but with Timidity++ some of the notes were incorrectly pitched. No idea why. However, when I instead changed the Timidity++ settings to use Patch93's Roland Sound Canvas V2.2 soundfont (link below) it sounded fine under Timidity++, so maybe the issue is the soundfont?
http://www.mediafire.com/file/g6bmov62q ... ndfont.zip
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Music Addons Breaking With Latest Dev Builds?
Although Timidity++ can read and use .sf2 files, you should never forget that primarily it's a GUS patch renderer, so it may be that it cannot detect and use all of .sf2's features.
As for the original report, unless you can provide concrete examples I'll have to close it because there's nothing that can be done.
You didn't tell us anything about the setup you use to play music.
As for the original report, unless you can provide concrete examples I'll have to close it because there's nothing that can be done.
You didn't tell us anything about the setup you use to play music.
Re: Music Addons Breaking With Latest Dev Builds?
Only 14 out of the 35 tracks will play in my addon, any others I try to play you hear nothing and I don't see any errors pop up on the console.As for the original report, unless you can provide concrete examples I'll have to close it because there's nothing that can be done.
You didn't tell us anything about the setup you use to play music.
Playlist functionality for Doom 2:
Spoiler:Default Sound Settings GZDoom preset:
Spoiler:Hardware:
Soundblaster ZxR
SteelSeries Siberia 650 Headset
Oh and looky here, I get this error when running default Doom 2:
COULD NOT LOAD FLUIDSYNTH64.DLL OR LIBFLUIDSYNTH64.DLL
COULD NOT OPEN MIDI OUT OF DEVICE
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Music Addons Breaking With Latest Dev Builds?
Can you try this with the devbuild but the libfluidsynth.dll from the official release?
I dimly remember there were some issues with certain FluidSynth revisions but AFAIK they never got into the official releases.
I dimly remember there were some issues with certain FluidSynth revisions but AFAIK they never got into the official releases.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Music Addons Breaking With Latest Dev Builds?
In that case the advice from the previous post even applies more. There seems to be a problem with the FluidSynth that is included in the devbuild.Valherran wrote: COULD NOT LOAD FLUIDSYNTH64.DLL OR LIBFLUIDSYNTH64.DLL
COULD NOT OPEN MIDI OUT OF DEVICE
Re: Music Addons Breaking With Latest Dev Builds?
This has been ongoing for a while now, like since before that 3.3.2 release. Everything was perfectly fine before I upgraded passed that.Graf Zahl wrote:In that case the advice from the previous post even applies more. There seems to be a problem with the FluidSynth that is included in the devbuild.Valherran wrote: COULD NOT LOAD FLUIDSYNTH64.DLL OR LIBFLUIDSYNTH64.DLL
COULD NOT OPEN MIDI OUT OF DEVICE
Re: Music Addons Breaking With Latest Dev Builds?
Could you please post your addon? We cannot debug text messages.
Re: Music Addons Breaking With Latest Dev Builds?
I'll send you a dropbox link, and you can give it to whoever else needs to take a look at it._mental_ wrote:Could you please post your addon? We cannot debug text messages.
Re: Music Addons Breaking With Latest Dev Builds?
Oh, WMA files... Then they were "broken" since 3.0 because of FMOD Ex removal.
I suggest you to stop using formats like WMA or MP3. Switch to OGG/Vorbis which provides better quality for the same bitrate.
This won't cause you too much troubles if you have uncompressed audio tracks.
I suggest you to stop using formats like WMA or MP3. Switch to OGG/Vorbis which provides better quality for the same bitrate.
This won't cause you too much troubles if you have uncompressed audio tracks.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Music Addons Breaking With Latest Dev Builds?
MP3 still works and will continue to do so, now that all patents have expired.
Re: Music Addons Breaking With Latest Dev Builds?
Sure, but what's the point to use MP3 for new content?
I guess the only case is when it's something already downloaded from Internet in that format.
While Vorbis isn't cutting edge lossy audio codec, it's better than MP3 in quality to size ratio.
Actually, almost every other lossy codec is better than old and crusty MP3.
I guess the only case is when it's something already downloaded from Internet in that format.
While Vorbis isn't cutting edge lossy audio codec, it's better than MP3 in quality to size ratio.
Actually, almost every other lossy codec is better than old and crusty MP3.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49056
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Music Addons Breaking With Latest Dev Builds?
_mental_ wrote:Sure, but what's the point to use MP3 for new content?
Define "new content". I often download music in MP3 format and use it with Doom as-is. Why convert it? It works, after all.
Despite all the rumors and fake news, MP3 is far from dead and a lot of online content is provided in this format, simply because it's ubiquitous and most widely supported.
Re: Music Addons Breaking With Latest Dev Builds?
I meant something composed from scratch and then compressed for distribution. Of course repackaging of lossy source (MP3 or not) will only make it sound worse.Graf Zahl wrote:Define "new content".
Re: Music Addons Breaking With Latest Dev Builds?
So WMA files don't work now? Why would you drop support for this? Half of my CD's I ripped to my system are in this format. :-/_mental_ wrote:Oh, WMA files... Then they were "broken" since 3.0 because of FMOD Ex removal.
I suggest you to stop using formats like WMA or MP3. Switch to OGG/Vorbis which provides better quality for the same bitrate.
This won't cause you too much troubles if you have uncompressed audio tracks.