Multiple sound libraries at once?

Hi,

I am trying to compile last SDL stable on Windows and I get the following
error :

SDL_dx5events.obj : error LNK2001: unresolved external symbol
_c_dfDIMouse2

I have installed last version of DirectX SDK (MArch 2009).

Any idea ?

Visual Project is missing dinput8.lib as lib dependencies
(Properties->Linker->Input->Additional Dependencies :
winmm.lib dxguid.lib dinput8.lib

[…]

Apparently ScummVM can use it, but I don’t really know when the
engine plays a midi and when it plays something else, no it’s not
super-easy to test.

It might be possible to mess a little with the MIDI synth
configuration, to see what’s affected and what isn’t… Or maybe
disable everything not MIDI somehow; disable mp3, ogg and whatnot at
compile time?

Looking at the source code (scummvm-0.13.1/sound/softsynth/), it
seems there’s an internal midi parser
(scummvm-0.13.1/sound/midiparser.h)
whose events are converted to fluidsynth function calls
(MidiDriver_FluidSynth::send).
Ugh, I don’t know the first thing about the MIDI format :slight_smile:

There might be some SysEx or something for sending sounds to
FluidSynth that way, but other than that, MIDI is all about
controlling sounds. That is, all you send is tiny messages
like “key C-4 on channel 5 pressed” and “key A#5 on channel 6
released”. The receiver (FluidSynth in this case) is responsible for
actually playing the “instruments” according to these messages.

[…]

Btw, do you have some experience with sound fonts? The only free
(as in freedom) sound fonts I found are these:
http://packages.debian.org/search?keywords=fluid-soundfont
and they are huge: 150MB.

Depends on what you need… SoundFonts are basically a standard sound
format for samplers, that is, sampled waveforms along with various
parameters.

When authoring music for a modern game, you’d probably roll your own,
or use professional sound disks, just like you do with a studio
sampler. (You might actually be playing them on a studio sampler when
working. Rock solid, low latency, and comes with it’s own user
interface that you can still access while testing in-game.)

If you want to play existing MIDI files made for some standard (or
de-facto standard) like GM, GS, XG or MT-32, you need a corresponding
SoundFont. There are a bunch of alternatives for GM/GS at least, but
I don’t know if there are any Free ones, as I haven’t really looked
for them.On Wednesday 29 April 2009, Sylvain Beucler wrote:


//David Olofson - Programmer, Composer, Open Source Advocate

.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
’-- http://www.reologica.se - Rheology instrumentation --’