This may cause problems because the player runs in a different thread than the input code.
Instead the play thread will now copy their values to local variables when it starts generating output.
This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
The text input field for the configs have been removed. Instead it will now present a list of soundfonts that are found in specific locations.
For that it will look in the 'soundfont' directories of the FileSearch.Directories entry of the config.
Acceptable file formats here are SF2 and zipped GUS patch sets. These zipped patch sets need to have a timidity.cfg at the root and refer to all containing data by relative path. References to outside files are not allowed here.
It is still possible to refer to sound fonts elsewhere on the hard drive by manually entering a path at the console - but these won't show in the menu and will get lost if one cycles through the list of available options.
Of the available softsynths, FluidSynth will only list SF", Wildmidi will only list GUS patch sets and Timidity++ and GUS will list both.
Please note that although the GUS synth can read SF2, the output appears to be broken die to some old bug.
This is necessary to write a universal, device independent wave dumper for MIDIs.
With each format inheriting from the main player class it is not possible to create a generic dumper player.
PathExpander has been integrated into the sound font manager and PseudoMidiDevice was only used as the base class for the old Timidity++ device with the external executable.
- allow the GUS to change sound fonts at run time.
- implemented sound font manager support in the GUS synth. This works but also made me realize that the SF2 support of this synth has been rather broken, apparently forever.
- added the missing handler for reading Timidity configs from the lump directory.
- fixed incomplete init of the GUS synth when no soundfont can be located.
- fixed bad initialization of WildMidi sampling frequency. It would default to 11.025 kHz if no valid rate was set. Now it will use the sound device's native frequency.
- final tweak to volume adjustment: Do this upon extraction for better results.
If this is done via the synth's parameters it will affect channel balance.
The given factor of 5 is necessary to roughly match the output of FluidSynth.
The following ill-formed ZScript code might crash targets with sizeof(int) != sizeof(void*) like 64-bit Intel
class test { void func() { if (true) ( return; ) } }