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[RFC] Prefer in-memory SoundFont data over global setting in FluidSynth driver #2441

merged 1 commit into from Sep 2, 2020


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eriktorbjorn commented Sep 2, 2020

Blazing Dragons provides a custom SoundFont to the FluidSynth driver. Unfortunately, I can't find any sensible way to use that because my global SoundFont setting takes precedence over the in-memory data. Even overriding the MIDI settings for Blazing Dragons and leaving the SoundFont setting blank did not help.

What I've tried to do here is to soften the check so that FluidSynth will prefer in-memory data unless a SoundFont has been explicitly configured for the current game.

Does this seem like a sensible solution? If so, should it also go into the 2.2 branch?

When an engine provides in-memory SoundFont data, use that unless a
SoundFont has been explicitly configured on the current game. Otherwise
a global SoundFont setting will always override it. Even overriding the
MIDI settings for the game and leaving the SoundFont setting blank did
not work for me.
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sev- commented Sep 2, 2020

Yes, it makes sense. Merging

@sev- sev- merged commit 58a77ab into scummvm:master Sep 2, 2020
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Windows (win32, x86-windows, x86, --enable-faad --enable-mpeg2 --disable-fribidi, curl faad2 flui...
Windows (x64, x64, x64-windows, --enable-faad --enable-mpeg2 --disable-fribidi, curl faad2 fluids...
Windows (arm64, arm64, arm64-windows, --enable-faad --enable-mpeg2 --disable-fribidi, curl faad2 ...
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