Graf Zahl wrote:One thing: The snd_midivolume doesn't need to be a separate slider anymore. Especially if you only use it in Windows it doesn't make any sense at all.
Good point. I'll address this.
Lemonzest wrote:How do i make this use Hardware MIDI? i have a soundblaster Audigy 2 with the 8MB soundfont and MIDI with this build sounds "wrong" to me
Solved reading helps, snd_midiforcefmodex = false
I'll get rid of the snd_midiforcefmodex CVAR later and put in as selectable device later. The FMOD Ex MIDI playback uses the crappy gm.dsl sound bank that comes with Windows. Other DSL1 sound banks are loadable, but seem non-existent on the Internet

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Nash: I'm glad panning is now working. Thanks for reporting the issue.
My Windows box is only a 1.5 ghz Athlon XP with 512mb DDR-2100 RAM and onboard sound. Your onboard audio wouldn't be at fault since all mixing is currently done by the FMOD Ex internally, before being sent to the sound card. I really don't know what's going on maybe its a bug in FMOD Ex - I doubt the MIDI playback gets much testing since lossy formats such as OGG are much more popular for games these days. I'll try and get around to streaming from memory instead of disk to see if this makes a difference.
In regards to snd_reset, this is normal ZDoom behaviour if you drop into the console from the menu before a game is started. Try snd_reset when a game has started. This bug can be fixed later, as I'd rather work on reverb, 3D sound and fixing any major bugs that crop up. Thanks for reporting anyway. You've been very astute at finding bugs in my code

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