VOGONS


Reply 60 of 278, by HunterZ

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Could be some kind of buffer overrun issue? Maybe MIDI-Yoke is buffering or re-formatting the sysex in a way that makes it easier for BASSMIDI to digest?

Reply 61 of 278, by rfnagel

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HunterZ wrote:

Could be some kind of buffer overrun issue? Maybe MIDI-Yoke is buffering or re-formatting the sysex in a way that makes it easier for BASSMIDI to digest?

That sounds reasonable to me.

But if that was the case, wouldn't the problem be there even when playing MIDI files within Windows? When the BASSMIDI driver is set as the active MIDI device in Windows, I can play MIDIs using several players (including Windows Media Player), as well as my MIDI sequencer of choice (the old Cakewalk Professional v3.01), and they play just fine.

It only seems to suffer from the problem when playing MIDI files (or games playing their MIDI files in-game) under DOSBox.

Rich ¥Weeds¥ Nagel
http://www.richnagel.net

Reply 63 of 278, by rfnagel

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Qbix wrote:

tried the new mt32 specific option in dosbox svn ?

I hope I used the right build, and hope I did it correctly, but it appears to be the same results (same problem).

I downloaded ykhwong's DOSBox 0.74 SVN Build 01.05.2011 from http://www.emucr.com/2011/05/ykhwongs-dosbox- … d-01052011.html (EmuCR-DOSBox_20110501.7z).

After setting the BASSMIDI driver as the active Windows MIDI device within Windows, I edited my DOSBox.conf configuration file to read "midiconfig=0 delaysysex"... same results, I don't hear the additional reverb that should be added by the "reverb level" sysex message.

Then I tried what I had done previously; setting "Out To MIDI Yoke 1" as the active Windows MIDI device, and used "MIDI Thruway" to patch/connect the "In From MIDI Yoke 1" to the BASSMIDI driver... I could then hear the reverb that is set by the sysex (reguardless if I used "delaysysex" or not).

Rich ¥Weeds¥ Nagel
http://www.richnagel.net

Reply 64 of 278, by rfnagel

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Folks,

I threw this together the other day; a MIDI Implementation Chart and system exclusive messages list for the XMPlay MIDI Plugin, BASSMIDI, and the BASSMIDI Driver. It may not be 100% accurate, and doesn't list but the very basic XG system exclusive messages that they support... but it might prove useful to someone nonetheless 😀

http://www.cmoo.com/snor/weeds/SoundFonts/XMP … ation_Chart.htm

Other links of interest (that y'all may, or may not have seen):

http://www.cmoo.com/snor/weeds/SoundFonts/XMPlay/XMPlay.htm
http://www.cmoo.com/snor/weeds/SoundFonts/XMP … XMPlay.htm#midi
http://www.cmoo.com/snor/weeds/SoundFonts/XMP … nfiguration.htm

Rich ¥Weeds¥ Nagel
http://www.richnagel.net

Reply 65 of 278, by rfnagel

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Just a heads-up: Mudlord has uploaded a new version of the BASSMIDI Driver (currently version 2.0).

New web site for the BASSMIDI Driver is here -> https://github.com/mudlord/bassmididrv

Download is here -> https://github.com/downloads/mudlord/bassmidi … smididrv2.0.exe

Version History/ChangeLog is here -> https://github.com/mudlord/bassmididrv/raw/ma … ter/CHANGES.txt

Rich ¥Weeds¥ Nagel
http://www.richnagel.net

Reply 66 of 278, by leileilol

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Seems a bit worse at device handling since now I have to restart Media Player Classic (not 'home cinema') to play a different midi file. Dunno 🤣
\
at least super starwars doesn't hang now!

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Reply 68 of 278, by rfnagel

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rfnagel wrote:

I'm not really sure that if the problem is with the BASSMIDI Driver itself, or DOSBox (although I'm thinking that the problem might be DOSBox). ---snip---

The new version 2.0 of the BASSMIDI Driver doesn't exhibit this problem, so's I'm thinking that the problem wasn't with DOSBox... it works fine now with the new version of the driver 😀

One thing I DID notice/discover though:

The "WAD" based games (DOOM/DOOM2/Heretic/Hexen) do *NOT* transmit sysex messages embedded within a MIDI file <aarrgghh>. Also, as some may know, they do a GM reset (GM Mode ON) upon startup, and a "GM Mode OFF" at shutdown. That's embedded within the games' EXEs, but apparently that's all that they transmit... no sysex messages are transmitted that are contained in the MIDI files 🙁

Haven't tried Duke Nukem 3D yet, although I'm thinking that the Build engine would (should) transmit sysex messages (as some of the original Duke3D MIDIs have sysex messages contained in them).

BTW FWIW, it doesn't appear that the ZDOOM source port transmits any given MIDI file's sysex messages either... strange.

Rich ¥Weeds¥ Nagel
http://www.richnagel.net

Reply 70 of 278, by Gez

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Sorry for the one-month bump.

Just a pointer: the BASSMIDI driver appears to be incompatible with DarkXL, at least in R2 of the XL Engine. I have reported it as a bug over there but I figured I may as well warn here in case the problem is actually on the driver's side. (I don't think so, but, well, you never know.)

Reply 71 of 278, by F2bnp

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Fantastic! I've been using it all day and it absolutely rocks! One silly question though:
Reverb seems to be completely absent when playing E1M1 for example. Do I need another program to add it?

Reply 72 of 278, by rfnagel

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F2bnp wrote:

Reverb seems to be completely absent when playing E1M1 for example. Do I need another program to add it?

Yep yep, unfortunately Bobby Prince didn't add any MIDI reverb (or chorus) controllers to the MIDI files for DOOM/DOOM2. BTW, IIRC Heretic and Hexen also has no MIDI controllers for reverb or chorus.

Anyhow, You'll need a MIDI sequencing program to add the controllers to each track of the MIDI files in question. The MIDI controllers are 91 (reverb) and 93 (chorus, if you want that effect as well). I'd recommend my personal fav... the old antique Cakewalk Professional v3.01 -> http://www.simpilot.net/~richnagel/#cakewalk 😀

Rich ¥Weeds¥ Nagel
http://www.richnagel.net

Reply 74 of 278, by leileilol

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Maybe a later Cakewalk Express? I think there's one on an AWE64 cd or Live 5.1 cd somewhere, could be 32-bit

it'd be easier just to have an AWE Control-like control override feature instead.

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Reply 76 of 278, by F2bnp

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Cakewalk 9 worked but I would prefer something on the fly.
Anyway, you guys are awesome thanks for the help and rfnagel many thanks for the guide 😀
Now I can make other machines great sounding without having to take my SC-7 with me !

Reply 77 of 278, by HunterZ

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I know it's a goofy solution, but I got decent MT32-mode music in Realms of Arkania 1 (Blade of Destiny) using a soundfont called "16.5mg gm gs mt32 v2.51 bank.sf2" in combination with a DOS utility named SCMODE (which sends a controller to change the active bank to that of the MT-32 patches). This works because the game uses the default patch set as far as I can tell.

I tried several other MT-32 soundfonts and was unable to get them to work for some reason.