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I have Timidity++ working perfectly with ScummVM and eduke32. DOSBox doesn't want to play with it, though.
I must have it making Duke Nukem II sound more awesome. But for some reason I cannot. MIDI Yoke is installed, dosbox.conf is set to the right yoke output. It doesn't put audio through DOSbox though. If I set it to Timidity exclusively, there is nothing, either.
Help?
This question / problem has been solved by pops117image
Did you install the Timidity++ driver? Because in DosBox when you type:
MIXER /LISTMIDI
it appears on the list (along Microsoft and all the MIDI Yokes). So for me it would have id=1, so in the dosbox config of the game I would put under the [midi] section the line 'config=1'.
I have yet to test it with a game though so I'm reporting back once I have more information.
EDIT: Ok I did various tests with different configurations. It's really odd it seems DosBox is decoding the MIDIs by itself instead of passing through the default Microsoft device.
Well, I found a tool which makes it possible to set the default MIDI output device in Vista and Windows 7 since Microsoft doesn't give you that option anymore.
Timidity++ driver works flawlessly with Windows Media Player and Midi Yoke 1 with started synthesizer (twsyng) too.
But DosBox still plays the MIDIs back in their old flavour :( Yeah I don't get it.
Post edited June 27, 2010 by pops117
it is midiconfig in 0.74 and friends and dosbox should pass it on without decoding.
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Qbix: it is midiconfig in 0.74 and friends and dosbox should pass it on without decoding.

I'm trying with Duke Nukem 3D but it still doesn't work :(
'MIXER /LISTMIDI' gives me
0 "Microsoft GS Wavetable Synth"
1 "Timidity++ Driver"
2 "Out To MIDI Yoke: 1"
...
9 "Out To MIDI Yoke: 8"
the ports are all set in Timidity. By using the tool I mentioned earlier to set the default MIDI device, and selecting Timidity++ Driver or Yoke 1 the media players automatically use Timidity for MIDI synthesizing. But no DosBox.
My [midi] section:
mpu401=intelligent
mididevice=default
midiconfig=2
also tried:
mpu401=none
mididevice=none
midiconfig=1
Which still gives me MIDI music?! This is weird.
I don't get it.
Yes I have the MIDI control panel option, DOSBox is already set to use Yoke 1, which is Timidity's MIDI port (to be over zealous it's all 4 ports, but max ports is 1).
Yoke 1 is MIDI 2, which is already set in midiconfig.
So yeah, it's very weird.
Oh God why didn't I thought of this earlier. Old DOS games usually come with a Setup program where you can configure the game thoroughly.
Well, run this Setup in DOSBOX and goto to the Sound Setup. You will have the option to set a Sound FX Card and a Music Card. Set the Sound FX card to SoundBlaster (SoundBlaster 16 if available) and the Music Card to General MIDI! Save and quit.
In your game dosbox config your [midi] section would look like this:
mpu401=intelligent
mididevice=default
midiconfig=2
Now run timidty's "twsyng" in the tray, right-click it and "Start synthesizer". You don't even have to set your MIDI Yoke Port as default in Windows DosBox will use the correct one :)
Now the beatboxing tunes in my Duke Nukem 3D are orchestral symphonies :P
I don't have Duke Nukem 2 though so I couldn't test it, but if there's a game config file lying around (not dosbox but the one created by the game itself, maybe something like "duke.cfg") my [Sound Setup] Section looks like this:
FXDevice = 0
MusicDevice = 4
FXVolume = 0
MusicVolume = 252
NumVoices = 8
NumChannels = 2
NumBits = 16
MixRate = 44000
MidiPort = 0x330
BlasterAddress = 0x220
BlasterType = 6
BlasterInterrupt = 5
BlasterDma8 = 1
BlasterDma16 = 5
BlasterEmu = 0x620
ReverseStereo = 0
Well, I hope this helps. ;)
Hmm there isn't actually a setup for DN2 beyond choosing PC, Soundblaster or Adlib in game, with little difference...
then maybe the game doesn't support midi output ?
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TheJoe: Hmm there isn't actually a setup for DN2 beyond choosing PC, Soundblaster or Adlib in game, with little difference...

Not even a config file?
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pops117: Not even a config file?

None.
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Qbix: ...

It doesn't actually sound like MIDI, thinking of it.
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TheJoe: None.

I installed the shareware version of Duke 2 and it creates a config file named "NUKEM2.-GT" (binary encoded) but you can't actually specify anything else than what is given to your through the menu. The game has no General MIDI support and that's the problem. The Music is stored as id Music Format not as MIDI, DosBox as it is right now will need to use an emulated SoundBlaster card where AdLib music is also played back.
I got some minor results by changing 'oplmode=auto' to 'oplmode=cms' under the [sblaster] section where the game would use the timidity output (I can tell since I get sound when my synthesizer is started and none when it's stopped...) but it would only play the first note of the music in an endless loop unfortunately.
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TheJoe: None.
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pops117: I installed the shareware version of Duke 2 and it creates a config file named "NUKEM2.-GT" (binary encoded) but you can't actually specify anything else than what is given to your through the menu. The game has no General MIDI support and that's the problem. The Music is stored as id Music Format not as MIDI, DosBox as it is right now will need to use an emulated SoundBlaster card where AdLib music is also played back.
I got some minor results by changing 'oplmode=auto' to 'oplmode=cms' under the [sblaster] section where the game would use the timidity output (I can tell since I get sound when my synthesizer is started and none when it's stopped...) but it would only play the first note of the music in an endless loop unfortunately.

Your previous answer's been marked as the solution for its benefits with games with actual MIDI. Thanks for your time :)
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TheJoe: Your previous answer's been marked as the solution for its benefits with games with actual MIDI. Thanks for your time :)

Oh yeah thanks and no problem :)
I don't know if it would be possible to instead of emulating a given audio device, redirecting the signal to your own midi output device. Or emulating the General Midi device in DosBox as a SoundBlaster or something alike. Well, maybe in some future revisions or it's just impossible to implement...