Ironically, audio & music is my field so I should perhaps know better but this is unexpectedly complicated.
But I've managed to install Fluidsynth and Qsynth (GUI). However when loading a soundfont I get this warning message:
Spoiler:
2016-11-17 08:18:36.034 qsynth[19586:7412829] 08:18:36.034 WARNING: 140: This application, or a library it uses, is using the deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed in a future release. Also, this makes the host incompatible with version 3 audio units. Please transition to the API's in AudioComponent.h.
fluidsynth: warning: Instrument not found on channel 9 [bank=128 prog=9], substituted [bank=128 prog=0]
fluidsynth: warning: Instrument not found on channel 9 [bank=128 prog=9], substituted [bank=128 prog=0]
fluidsynth: warning: Instrument not found on channel 9 [bank=128 prog=9], substituted [bank=128 prog=0]
fluidsynth: warning: Instrument not found on channel 9 [bank=128 prog=9], substituted [bank=128 prog=0]
No music at all when opening GZ Doom...
Any ideas what I've missed?
Alternatively, if there's some other easier alternative than Fluidsynth I'm all ears!
Re: Fluidsynth on Mac OS X
Posted: Thu Nov 17, 2016 9:35
by _mental_
Did you configured FluidSynth in GZDoom?
To work properly it needs to be able to load FluidSynth's shared library named libfluidsynth.1.dylib by default.
Its name/path can be customized using fluid_lib CVAR.
Even if you have .dylib loaded you still need to set fluid_patchset CVAR by hand.
And you don't need Qsynth at all.
How did you install FluidSynth by the way?
EDIT: In GZDoom 2.2.0 shared library is named libfluidsynth.so.1 and its name/path cannot be configured. This feature is available in devbuilds only.
Re: Fluidsynth on Mac OS X
Posted: Thu Nov 17, 2016 11:39
by Ace83
I used these install instructions: https://github.com/wbsoft/frescobaldi/w ... n-Mac-OS-X .. hence why I included Qsynth in the process. Prior the install I tried to reach the install instructions on the Fluidsynth homepage, but I was unable to access Sourceforge for a while (which some of their links were linked to). I was probably mistaken for a bot. However, it seems like their instructions are even more overwhelming.
The only thing I did in GZ Doom was to change the sound options in-game (Fluidsynth is apparently an option). However, if I understand your reply correctly, that won't suffice.
The stuff you mentioned is a bit over my head, although I'm sure I can handle this. Hopefully so if you could point me in the right direction that would be appreciated.
Is libfluidsynth.1.dylib the only file I need? In what folder should it be placed?
Also, I've read that I need a soundfont file too. If so, where is it supposed to be?
Re: Fluidsynth on Mac OS X
Posted: Thu Nov 17, 2016 11:58
by _mental_
You can download FluidSynth which I'm using here.
I prefer to install it system wide, in /usr/local/lib directory. Copying files there usually requires admin rights though.
GZDoom 2.2.0 and devbuilds use different file name to locate the library, see my previous post.
Information about sound fonts is here. Full path to .sf2 should be set in fluid_patchset CVAR.
Re: Fluidsynth on Mac OS X
Posted: Thu Nov 17, 2016 13:31
by Ace83
( Just for the record for future readers; the earlier mentioned warning message was by Qsynth and irrelevant now. )
- Yep, the install file is the same (from this site; in that list of the builds).
- libfluidsynth.1.dylib copied to /usr/local/lib
- I also have put the soundfont at a custom dir.
The rest is guess work, considering I'm new with GZ.
- Upon entering the console command, this is the error I get:
Re: Fluidsynth on Mac OS X
Posted: Thu Nov 17, 2016 13:40
by _mental_
Remove CVAR from your command. You just need to execute the following in the console: