Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  
Valken

GZDoom64 cannot detect MIDI device

Recommended Posts

Hi all,

Currently playing with the test builds of GZDoom64 and found out the default files cannot properly detect my software midi drivers on Windows 7 64 Bit.

If I select Timidity++, VST Midi Driver or Coolsoft VirtualMidiSynth, it would output "cannot detect midi device" in the console.

Then it would default back to the built in OS midi device (MS GM set).

I then download and tested the 32 bit build (both the FEB 17th builds) and it detected back all my midi devices perfectly!

Is there a way to fix this for the 64bit builds? I cannot find a specific 64bit of either of the 3 midi drivers listed above.

The reason is that I like to choose my own SoundFonts to play certain wads with MIDI.

Any help would be appreciated.

Share this post


Link to post

Sadly this looks like the drivers are incompatible. I've never heard of such a thing but who knows what strange things can happen?

About Timidity++, have you set it up properly? This is a bit odd, I have been using it with 64 bit for years without any problems.

Share this post


Link to post

Hi Graf,

GZdoom 32 bit builds works perfectly from 1.8 up to the current 2.4 FEB 17th dev build. I tested it in the sound menu to ensure my OS Windows 7 64bit is setup correctly. Same with a Windows midi player and MPC HC.

As soon as I load GZDoom 64 bit build then select either Timidity++, or VirtualMidiSyth (software midi device that loads SoundFonts), it would display the error message in the console. Then it would DEFAULT back to the MS GM Synth midi setup.

64 bit does not even detect VST MIDI DRIVER (software VTS to Midi device) at all.

Timidity++, VirtualMidiSyth http://coolsoft.altervista.org/en/virtualmidisynth, VST Midi Driver https://mudlord.info/products.html are all setup properly and working under Windows 7 64 bit for both GZDoom 32bit, ZDoom 32 bit and QZdoom 32 bit as well as desktop apps.

Just for fun, checked all the current builds on DRD:

GZDoom Feb 17
Eternity Feb 16
Odamex Oct 20
QZDoom Feb 16
Zdoom Dec 29

All 32bit versions can detect all the midi devices.
All 64bit cannot detect as above in FMOD EX
All 64bit cannot also detect System Sound (which should be the default Microsoft GS Soundsynth), GUS, Wildmidi (not installed) in OpenAL mode. Fluidsynth does say no soundfont found in OpenAL but does not list error in FMOD EX mode.

It could be a x64 compatibility issue but VirtualMidiSynth is both x32/x64 whereas Timidity++ and VST Midi Driver are both x32 as far as I know.

Share this post


Link to post

I can't look into your computer, but if Timidity++ doesn't work there's something else at work, as it's just an external process that shouldn't depend just on the architecture of the executable.

Can you start the engine with '+logfile log.txt' and then select each of the devices, try to play some music and post the file with the actual output here? Maybe that will give some clues.

Share this post


Link to post

Using GZDoom64 FEB 17 build:

Spoiler

Log started: Sat Feb 18 01:07:45 2017

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding D:/Doom/gzdoom2.4.64/gzdoom.pk3, 693 lumps
adding doom_complete.pk3, 3277 lumps
I_Init: Setting up machine state.
CPU speed: 3999 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz
Family 6, Model 60, Stepping 3
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
Opened device Speakers (Sound Blaster X-Fi MB 3)
EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 71.34 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6900 Series
GL_VERSION: 4.4.13292 Core Profile Context 14.502.1014.1001 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.40
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 18
Max. varying: 128
Max. combined shader storage blocks: 8
Max. vertex shader storage blocks: 8
Resolution: 1920 x 1080
Could not open MIDI out device
Starting MIDI playback failed
Starting MIDI playback failed

<------------------------------->

nv_map01 - The Earth Base

Starting MIDI playback failed
Could not open MIDI out device
Failed to load any MIDI patches.
Could not open MIDI out device
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.60
Could not open MIDI out device
Failed to load any MIDI patches.
Could not open MIDI out device
Could not open MIDI out device
I_InitSound: Initializing OpenAL
Opened device Speakers (Sound Blaster X-Fi MB 3)
EFX enabled

Microsoft GS Wavetable Synth, VirtualMidiSynth, Timidity++ and System Sound all are using the MS GS Synth but volumes are slighty different except for:

Note under OpenAL, no sound from Timidity, GUS or System Sound. libFluidsynth64 did not load SoundFonts (might be soundfont or dir config issue)
Under FMOD EX, no sound from GUS. libFluidsynth64 did not load SoundFonts (might be soundfont or dir config issue)

Under the 32 bit build FEB 17, Timidity++, VirtualMidiSynth and VST Midi Driver all work as it configured.

Still need to mess around with Fluidsynth to configure it properly.

You can test with your current Timidity++ to check 32 vs 64 bit.

Share this post


Link to post

Updated - I uninstalled and reinstalled VirtualMidiSynth and ensured it is both 32/64 bit enabled and it works now with 64 bit sourceports.

However, the other issues are still valid.

I believe Timidity++ and VST Midi Driver must be native 64 bit for sourceports to work properly. It is similar to the same situation with Fluidsynth.

If any of you coders can help port Timidity++ and VST Midi Driver over to native 64 bits, it would be greatly appreciated. I will email the developers to see if they are able to help.

Share this post


Link to post
Valken said:

I believe Timidity++ must be native 64 bit for sourceports to work properly.


The weird thing is, I heard that before and yet, for me there's no problems. I can use the 32 bit version with 64 bit GZDoom without any problems. It may be that something tries to inject itself into the process and is too dumb about it. But I have no idea what software you got installed and what may do such a thing.

As for porting that code, good luck. The project is a complete and utter mess.

Share this post


Link to post

Can you load a totally different soundfont in Timidity++ that does not sound like the Windows GS Soundfont in any 64 bit source build?

On a related note I found the github for the VST Midi Driver here: https://github.com/kode54/vstdriver

but no installer so have emailed the author. Hopefully he will find time to respond later.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
×