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Reply 1260 of 1275, by spiffythedog

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First of all, thank you Falcosoft for your wonderful program! I've been using it with loopmidi and my SC-55mkii to test and verify games for the MT-32 compatibility list on Wikipedia for some time now. I was just wondering if you would consider adding a counter for maximum voice polyphony/active voices for individual MIDI files, similar to what XMPlay's MIDI plugin has? The problem is that XMPlay's MIDI plugin is limited to soundfonts only and thus has no option for hardware output. A counter like this would make it easier to determine which Sound Canvas model to use for certain GM/GS games without experiencing any potential note drop-outs. I know that QFG4 and Gabriel Knight 1 are best played on an SC-55mkii for this reason, and I'm curious to learn if there are any other games that might require a later model (up to the 64-voice SC-88) in order to sound 'right'.

Reply 1261 of 1275, by Falcosoft

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spiffythedog wrote on 2021-11-06, 13:11:

First of all, thank you Falcosoft for your wonderful program! I've been using it with loopmidi and my SC-55mkii to test and verify games for the MT-32 compatibility list on Wikipedia for some time now. I was just wondering if you would consider adding a counter for maximum voice polyphony/active voices for individual MIDI files, similar to what XMPlay's MIDI plugin has? The problem is that XMPlay's MIDI plugin is limited to soundfonts only and thus has no option for hardware output. A counter like this would make it easier to determine which Sound Canvas model to use for certain GM/GS games without experiencing any potential note drop-outs. I know that QFG4 and Gabriel Knight 1 are best played on an SC-55mkii for this reason, and I'm curious to learn if there are any other games that might require a later model (up to the 64-voice SC-88) in order to sound 'right'.

Hi,
If you use an external Midi Out port and then you open the Visualization (Channels) dialog you can see the count of active Note On messages. Be aware that active voices/polyphony count can only be displayed when you use the internal Bassmidi soundfont synth (similarly to XMPlay). This is because when you use a standard Midi out port/external synth the player has no idea how many layers/samples/voices an external synth uses to create a sound at a given pitch for a given instrument. The player only knows that it sends a Note On message. It entirely depends on the external synth and it is unknown by the player whether this note uses 1 or 2 or 4 voices of the synth. It is also unknown by the player how an instrument reacts to a Note Off message (many instruments still use sustained voices even after a Note Off is sent).

So it is not possible to calculate the real voice/polyphony count in case of an external synth from the player's side.
Bassmidi (or Munt VSTi plugin) can tell you the real used voices(partials) since it generates the sound itself.

You can try the S-YXG50 VSTi plugin in GS mode. S-YXG50 displays the voice/polyphony count and maybe in GS mode it gives similar results to a Sound Canvas. Unfortunately SC-VA VSTi has no voice/polyphony display.

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Reply 1262 of 1275, by spiffythedog

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Ah, no worries. I had a feeling that might be the case. The partial reserve system the SC-55 models use also further complicates things, because AFAIK soundfonts/VSTs don't emulate that particular behaviour, so they probably can't be used to determine the maximum polyphony of MIDIs as played on that type of hardware. Oh well. Big thanks for the info, anyway.

Reply 1264 of 1275, by Falcosoft

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lukeman3000 wrote on 2021-12-08, 09:56:

When upgrading FSMP, which files need to be overwritten? Also, can all config files be used with new versions without issue?

Only the executable files (exe, dll). But a more perfect solution is that you use the full folder of the new version and overwrite the files with your custom/modified ones if any (midiplayer.ini, other ini files in Preset folder etc.).
Yes, old config files can be used without problems. New parameters that are not found in old config files will get default values at start (and saved next time).

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Reply 1265 of 1275, by lukeman3000

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Falcosoft wrote on 2021-12-08, 10:05:
lukeman3000 wrote on 2021-12-08, 09:56:

When upgrading FSMP, which files need to be overwritten? Also, can all config files be used with new versions without issue?

Only the executable files (exe, dll). But a more perfect solution is that you use the full folder of the new version and overwrite the files with your custom/modified ones if any (midiplayer.ini, other ini files in Preset folder etc.).
Yes, old config files can be used without problems. New parameters that are not found in old config files will get default values at start (and saved next time).

Excellent. Thanks Falcosoft. Still loving your software years later! I remember back when I asked you about being able to run in the background and such and you implemented these features - really appreciate it. It is an integral part of my DOSBox games collection since I launch it with either MT-32 or Roland Sound Canvas VA emulation with many games.

Reply 1266 of 1275, by mihai

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I have started using the player, it's very useful and polished app.

Special shout-out to the Reality GMGS soundfont, it just sounds great, very nicely balanced and pleasing. It has entered in my top 3 for retro gaming, together with Patch93 / Masterpiece soundfonts. I am using it in a McCake with Fluidsynth.

Reply 1267 of 1275, by Falcosoft

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mihai wrote on 2021-12-10, 20:44:

I have started using the player, it's very useful and polished app.

Special shout-out to the Reality GMGS soundfont, it just sounds great, very nicely balanced and pleasing. It has entered in my top 3 for retro gaming, together with Patch93 / Masterpiece soundfonts. I am using it in a McCake with Fluidsynth.

I'm glad to hear it!

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Reply 1268 of 1275, by appiah4

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mihai wrote on 2021-12-10, 20:44:

I have started using the player, it's very useful and polished app.

Special shout-out to the Reality GMGS soundfont, it just sounds great, very nicely balanced and pleasing. It has entered in my top 3 for retro gaming, together with Patch93 / Masterpiece soundfonts. I am using it in a McCake with Fluidsynth.

These three and General User SF are the four that I always keep going between. I can't seem to pick a favorite, to be honest with you. I think Masterpiece sounds the best for retrogaming, but GUS sounds best for music.

On modern systems, when using DOSBOX etc, I tend to go for Musyng Kite.

Retronautics: A digital gallery of my retro computers, hardware and projects.

Reply 1271 of 1275, by Falcosoft

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dj.ti wrote on 2022-01-05, 22:24:

It's possible to add more sf2 banks to MidiPlayer 6 - best to 127 😀 ?? There are 10 banks at the moment. I really care about this option if I can ask for a beta version that gives this option 😀

Midi Player already can handle 127 possible banks (even a single SF2 file can use 127 banks) . The limit of 10 is the usable SF2 files at once. I do not plan to extend this in the near future since I do not feel the practical advantages. If you have that many separate SF2 files that use only few banks you can merge them with a soundfont editor before using them.

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Reply 1272 of 1275, by dj.ti

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Falcosoft wrote on 2022-01-05, 22:52:
dj.ti wrote on 2022-01-05, 22:24:

It's possible to add more sf2 banks to MidiPlayer 6 - best to 127 😀 ?? There are 10 banks at the moment. I really care about this option if I can ask for a beta version that gives this option 😀

Midi Player already can handle 127 possible banks (even a single SF2 file can use 127 banks) . The limit of 10 is the usable SF2 files at once. I do not plan to extend this in the near future since I do not feel the practical advantages. If you have that many separate SF2 files that use only few banks you can merge them with a soundfont editor before using them.

Thank you for the quick reply. I combined 3x127 files in the SF2 bank, but the file itself can be up to 2GB (in Awave for example). Unless it can have more ?? Possibly, is it possible to make a bank on SFZ files ??

Reply 1273 of 1275, by Falcosoft

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dj.ti wrote on 2022-01-05, 23:09:
Falcosoft wrote on 2022-01-05, 22:52:
dj.ti wrote on 2022-01-05, 22:24:

It's possible to add more sf2 banks to MidiPlayer 6 - best to 127 😀 ?? There are 10 banks at the moment. I really care about this option if I can ask for a beta version that gives this option 😀

Midi Player already can handle 127 possible banks (even a single SF2 file can use 127 banks) . The limit of 10 is the usable SF2 files at once. I do not plan to extend this in the near future since I do not feel the practical advantages. If you have that many separate SF2 files that use only few banks you can merge them with a soundfont editor before using them.

Thank you for the quick reply. I combined 3x127 files in the SF2 bank, but the file itself can be up to 2GB (in Awave for example). Unless it can have more ?? Possibly, is it possible to make a bank on SFZ files ??

2GB is the maximum possible file size in case of SF2 files. So you should make 3 separate SF2 files from the 3x127. For using 2GB file(s) the x64 version of Midi Player is recommended. I do not know very much about SFZ files but as far as I know they do not handle banks at all.
But to tell you the truth I seriously doubt you will get smooth performance if you use 6GB SF2 files for real-time Midi listening...
Even the best sounding SF2 files are usually not bigger than some hundred megabytes.
SF2 is a 90's technology with a nostalgic factor 😀
If you want to use samples in the GB range I think using a modern DAW is a better choice.

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Reply 1274 of 1275, by dj.ti

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Falcosoft wrote on 2022-01-05, 23:32:
2GB is the maximum possible file size in case of SF2 files. So you should make 3 separate SF2 files from the 3x127. For using 2 […]
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dj.ti wrote on 2022-01-05, 23:09:
Falcosoft wrote on 2022-01-05, 22:52:

Midi Player already can handle 127 possible banks (even a single SF2 file can use 127 banks) . The limit of 10 is the usable SF2 files at once. I do not plan to extend this in the near future since I do not feel the practical advantages. If you have that many separate SF2 files that use only few banks you can merge them with a soundfont editor before using them.

Thank you for the quick reply. I combined 3x127 files in the SF2 bank, but the file itself can be up to 2GB (in Awave for example). Unless it can have more ?? Possibly, is it possible to make a bank on SFZ files ??

2GB is the maximum possible file size in case of SF2 files. So you should make 3 separate SF2 files from the 3x127. For using 2GB file(s) the x64 version of Midi Player is recommended. I do not know very much about SFZ files but as far as I know they do not handle banks at all.
But to tell you the truth I seriously doubt you will get smooth performance if you use 6GB SF2 files for real-time Midi listening...
Even the best sounding SF2 files are usually not bigger than some hundred megabytes.
SF2 is a 90's technology with a nostalgic factor 😀
If you want to use samples in the GB range I think using a modern DAW is a better choice.

I know that SF2 is an old format 😀 I need it to play voices from banks in the XG standard (MSB / LSB / PC) . Maybe can add support for SF3 format ??

Reply 1275 of 1275, by Falcosoft

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dj.ti wrote on 2022-01-06, 10:26:
Falcosoft wrote on 2022-01-05, 23:32:
2GB is the maximum possible file size in case of SF2 files. So you should make 3 separate SF2 files from the 3x127. For using 2 […]
Show full quote
dj.ti wrote on 2022-01-05, 23:09:

Thank you for the quick reply. I combined 3x127 files in the SF2 bank, but the file itself can be up to 2GB (in Awave for example). Unless it can have more ?? Possibly, is it possible to make a bank on SFZ files ??

2GB is the maximum possible file size in case of SF2 files. So you should make 3 separate SF2 files from the 3x127. For using 2GB file(s) the x64 version of Midi Player is recommended. I do not know very much about SFZ files but as far as I know they do not handle banks at all.
But to tell you the truth I seriously doubt you will get smooth performance if you use 6GB SF2 files for real-time Midi listening...
Even the best sounding SF2 files are usually not bigger than some hundred megabytes.
SF2 is a 90's technology with a nostalgic factor 😀
If you want to use samples in the GB range I think using a modern DAW is a better choice.

I know that SF2 is an old format 😀 I need it to play voices from banks in the XG standard (MSB / LSB / PC) . Maybe can add support for SF3 format ??

SF3 support depends entirely from Bass/Bassmidi libraries. Bass already supports compressed samples (SFPack format: wavpack, flac etc.) and ogg compressed samples (SFogg).
But compression actually makes performance worse since Bassmidi has to decompress samples in real-time or beforehand (with 2 GB samples it could be a minute long process when preload option is selected).
Also SF2 is much more GS than XG oriented. It has only 1 bank dimension (by convention CC#0 - Bank MSB) while XG requires 2 bank dimensions (Bank MSB+LSB). So making a single XG compatible SF2 file is not possible even in theory.
You have to make multiple SF2 files to handle all bank combinations. But even if you do this Bassmidi's deafult XG mode only sets XG compatible Drum channel options and leaves variation Bank addressing in GS style (Bank MSB) while XG requires Bank LSB for variation tones. No to mention the lack of XG specific effect engine. That is almost entirely missing from Bassmidi (with the exception of reverb and chorus effects).
So if you want to play with XG compatible Midi files/games I seriously recommend that you should not use Bassmidi and/or SF2 files.
S-YXG50 VSTi is much better than any current or possible SF2 based implementations and it works perfectly with Midi Player.

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