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Re: How do I feed mt32emu with data?

Removing the flushMIDIQueue() call makes it produce sound. Just random notes though, they go on for 10 seconds or so and then silence. I had hoped this to be as easy as libfluidsynth, haha :lol: (You feed it the MIDI data from the file you want to play and it just... renders it. It recognizes the …

Re: How do I feed mt32emu with data?

Hm, I thought the Synth would know how to time the events properly. I looked into the smf2wav sources, but they're using libsmf 😒 Does the library do the timing, or do I have to do it manually by examining the MIDI events? (I have no idea about MIDI, so I'll have to learn that one first 😜)

How do I feed mt32emu with data?

Hello, and thanks (again!) for this project. It's been a while since I posted here. Been using Munt for a long time now to play some classic DOS games. By now I can't tell the difference anymore to the actual hardware. :happy: I decided to use the mt32emu library in one of my own projects. But I …

Re: Sysex write to unrecognised address

First, thanks for your kind words. :) I really hope we'll see the day when Munt will sound precisely and really *indistinguishable* to the real things, but unfortunately, not today. Still, when I switched from the ScummVM MT-32 emu (old version of Munt I think?) to the newest Munt Git master, I was …

Sysex write to unrecognised address

First, I'd like to thank you guys for the absolutely incredible work on Munt! It sounds amazing! Especially the high-profile games (see "Monkey Island") sound indistinguishable to the real thing. I spotted a possible issue with "Heart of China", where Munt (mt32d under Linux using the ALSA driver), …

Re: MIDI doesn't work on its own

I found out that there's a software synth that seems to work better then Timidity and is able to work as an ALSA sequencer: Fluidsynth. I just installed that, along with a very nice GUI for it, "QSynth", which allows very easy control of all settings. I must say the sound quality seems better than …

Re: Scaling doesn't work with "vgaonly"

I was able to work around the issue by disabling the percentage mode (which is the default with cycles=auto and non real-mode games) and use fixed CPU cycles (about 20000 seem to work fine). 😜 Note that with percentage mode, *any* percentage has the problem, no matter if 10% or 105%.

Re: Scaling doesn't work with "vgaonly"

Yep, I tried every svga_ option available. With all of them, moving the mouse makes DOSBox go totally idle (nearly 0% CPU) and as a result the game stalls. It's the only game where this happens. Anyway, the actual issue is why "vgaonly" has a fixed output size and isn't scaled, which is puzzling.

Re: Munt development ?

I don't know what was "silly" about my question. I was inquiring because it could be that the project had moved somewhere else. Buying an MT-32 is hardly what I'd do, since I already have one ("Wing Commander made me do it!") But your comment about it being "cheap" couldn't be further from the truth …

Scaling doesn't work with "vgaonly"

It's impossible to scale the picture to 1280x1024 when using "vgaonly" as machine type. I mainly use these settings: fullresolution=1280x1024 output=openglnb machine=svga_s3 scaler=none But there is one game that doesn't work with svga_s3 and only works with vgaonly: Ultima 8. (This game stalls when …

Mouse moves at souble speed horizontally

I have a weird problem in some games that makes using the mouse quite painful: The mouse moves twice as fast horizontally when compared to moving it vertically. Ultima 8 is an example. I tried tweaking mouse settings in KDE's settings, but nothing seems to help. DOSBox 0.74 (also tried SVN). I'm on …

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