Joshua Schäferhund Posted February 28, 2016 For those of you who have downloaded the older versions of my soundfont, I recently made an update that includes new samples I was able to record and I also tweaked some stuff as well. I think it's as close as I can get it to sound like an actual SC-55 module at this point. The only thing that's holding it back is lack of note velocity filtering which I am unable to replicate through Viena. http://www.mediafire.com/download/g6bmov62qmbky03/Patch93s_Roland_Sound_Canvas_V2.2_soundfont.zip EDIT: Rerecorded several samples for Fluidsynth compatibility. I also updated the link in the description of my YouTube video. https://www.youtube.com/watch?v=1tmN1a3cDMg 2 Quote Share this post Link to post
NoXion Posted February 29, 2016 This is probably a stupid question, but how I would I use a file like this? Can I use it to change how MIDI music sounds in GZDoom, for example? 0 Quote Share this post Link to post
Joshua Schäferhund Posted February 29, 2016 You need a soundfont player to use it. This soundfont is intended for use with CoolSoft VirtualMIDIsynth, a driver for Windows. You can google it or follow the link in the description of my video. 0 Quote Share this post Link to post
wildweasel Posted February 29, 2016 If you'd rather not install Windows drivers, GZDoom itself also supports FluidSynth and WildMIDI, and all you'll need to do is download a couple of files and configure the INI file to make them work. [edit] It appears, though, that WildMIDI requires GUS patches to work, not a soundfont, so FluidSynth may be the option you'll want...again, if you don't feel like installing a Windows driver (personally I'd do that instead, since it's more of a catch-all). 0 Quote Share this post Link to post
Joshua Schäferhund Posted February 29, 2016 I would personally not recommend Fluidsynth, as it causes some of the samples to play back incorrectly from what I tested. (The choir and string ensemble presets sounded off IIRC.) I might try to fix that later on, but the soundfont is particularly optimized for Coolsoft. EDIT: The strings are actually fine, but the choir aahs are off. 0 Quote Share this post Link to post
Varis Alpha Posted February 29, 2016 i've used BassMIDI with soundfonts in the past, to... mixed results. more often than not, i've had the damn thing fail to initialize and freeze up the game. i'd try more soundfonts out if i weren't so turned off by the fact at this point. 0 Quote Share this post Link to post
HavoX Posted February 29, 2016 Sorry if it sounds like I'm a newb, but I've never used a soundfont, and I probably shouldn't, without knowing the possible side-effects it would have on my Windows system. EDIT: ACK! I can't read! DELETE! DELETE! 0 Quote Share this post Link to post
Gez Posted February 29, 2016 WildWeasel said:If you'd rather not install Windows drivers, GZDoom itself also supports FluidSynth and WildMIDI, and all you'll need to do is download a couple of files and configure the INI file to make them work. [edit] It appears, though, that WildMIDI requires GUS patches to work, not a soundfont, so FluidSynth may be the option you'll want...again, if you don't feel like installing a Windows driver (personally I'd do that instead, since it's more of a catch-all). WildMIDI cannot use SF2 at the moment, but TiMidity++ can. Doesn't change Patch93's objections, though. 0 Quote Share this post Link to post
Joshua Schäferhund Posted March 2, 2016 UPDATE: Remade the Choir Aaah, Voice Oohs, and Synth Vox samples for Fluidsynth compatibility. All of those should be fine now under Fluidsynth. http://www.mediafire.com/download/g6bmov62qmbky03/Patch93s_Roland_Sound_Canvas_V2.2_soundfont.zip I recommend editing your Fluidsynth settings in your ZDoom/GZDoom config file to these for best results: fluid_chorus_type=1 fluid_chorus_depth=8 fluid_chorus_speed=0.3 fluid_chorus_level=1 fluid_chorus_voices=3 fluid_reverb_level=0.1 fluid_reverb_width=4 fluid_reverb_damping=0 fluid_reverb_roomsize=0.8 fluid_threads=1 fluid_samplerate=0 fluid_interp=1 fluid_voices=128 fluid_chorus=true fluid_reverb=true fluid_gain=0.8 Let me know if any further issues persist. 0 Quote Share this post Link to post
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