Helen's Mysterious Castle inaccurate BGM playback #1556
Name of the game:
EasyRPG Player 0.5.4 (git~287@d1d6fc6, 2018-12-10)
Attach files (as a .zip archive or link them)
Describe the issue in detail and how to reproduce it:
Music sounds (on Linux, heavily) different compared to original.
The text was updated successfully, but these errors were encountered:
Hello, thank you for the detailed report and sorry for the late reply.
Keeping this issue opened for better tracking affected games, though this issue is actually affecting any game having midi with loop events.
Hello again @sat3ll,
The master branch now supports FluidSynth playback. To get the same midi samples than the original Windows sound, you need a GM.DLS conversion to SF2, which are (likely) direct conversions made with software such Awave Studio. The file GM.DLS is available on Windows directories and in some old DirectX redistributables (up to dx7 if I recall correctly). There are some conversions created by users out there with different names, e.g.: "scc1t2.sf2". Try downloading it and rename "scc1t2.sf2" to "easyrpg.soundfont" and place it in the game folder (if not placed properly, the console log will tell the sound font was not found). You need to install fluidsynth development package.
Beware the GM.DLS attached license (there's a txt file in the same directory) does not allow using this sound bank on non-Windows operating systems explicitly, so making this the default is legally not possible to be distributed, so it's up to users to place the custom converted soundfont if they want a similar playback experience on non-Windows operating systems. FluidSynth with scc1t2.sf2 is not exactly like the original synthesizer modulators (attack, decay, sustain, release, chorus, reverb, etc.) and it may play slightly different. Sound samples used for the instruments are the same at least.
This has been fixed in the master version for FluidSynth. Pitch is also correct when the music speed is set with a value different than 100% in the Play Music event command. The fmmidi synthesizer already implemented this. Wildmidi does not support this feature.
There are still some issues when games use Play Music event command to play the same song: it should continue playing without restarting and should apply volume, pitch and pan changes in-place. This is being addressed in future pull requests.
If you can test the current master version with fluidsynth and the mentioned sf2 file with current Player master build and fits with your reported issues, feel free to close the issue. These details mentioned in the paragraph above are being addressed in other issues.
Hi @fdelapena ,
Building the latest EasyRPG-Player is failing due to several circumstances (Fedora 32):
Building both dependencies above from source doesn't take me much farther as I am getting:
Hi, I use Fedora 32, too. I did this instead:
I needed to uninstall some packages requiring 1.11.1 in my case to continue, but after re-running ./configure worked for me.
With cmake I needed speexdsp-devel installed otherwise I'd get:
Video: HMC.zip (audio clip untouched)
Oh the speexdsp error is a missing ifdef. Thanks for finding this!
As expected 👍
Yeah this is a known issue.
So the crackling is also with Fluidsynth? Good to know we already suspected that this is a FluidLite bug but is also in "real" Fluidsynth it seems.