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I don’t know if it’s too late for this as FModEx is already in public beta but I’m gonna ask for it anyway.

I heard a while ago that FModEx was gonna feature a SW midi synth. It would be nice if it supported soundfonts as patch format. As for providing a standard soundfont, I don’t think that the FMod team has to do that since most game developers are going to use their own anyway (that solve the distribution and the licensing issues).

Jean-Michel

P.S.: Why do I use midi? Because midi allows for dynamic music composition in real-time. Just compute the next notes with whatever algorithm you like (most will sound bad ; making aesthetically pleasing dynamic music is my master’s thesis), send the midi events and off you go.

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Cool. Where can I find some info about the DLS format? I have experience with the soundfont format and some bits of experience with the GUS patch format (all thanks to the old DOS days when I was programming games with allegro) but this is the first time I’ve heard of the DLS format.

In the meantime, I have currently integrated Timidity++ into my game project. But since it isn’t a complete sound system, I can’t fully replace the sound system of the engine we’re using so the result is pretty messed up. I plan to switch to FModEx as soon as possible since it would allow me to completely replace the sound system of the Torque game engine and it’s more CPU friendly than Timidity++. :)

As a sidenote, I’m also eager to try the sound designer. It seems just like the right tool to do what my project leader asked me a while ago : parameterized/modulated sounds for sword combat.

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That may explain why I’ve never heard of DLS. I tend to not care about everything microsoft does while I’ve had an awe32 since my DOS/Win3.1 days. Heck I just replaced it by an Audigy 2 Pro, well… about 6 months ago. And I’m planning to put it back in my old 486 I use for old games.

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