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WARNING: TiMidity: connect(): Connection refused!
WARNING: TiMidity: can't open control connection (host=127.0.0.1, port=7777)!
IMuse initialization - Unknown Error!
Moderator: ScummVM Team
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WARNING: TiMidity: connect(): Connection refused!
WARNING: TiMidity: can't open control connection (host=127.0.0.1, port=7777)!
IMuse initialization - Unknown Error!
In simple terms, no.LogicDeLuxe wrote:Is Timidity actually supported? If so, how should I set it up exactly?
I thought ScummVM only included code to act as a client to a TiMidity server.DJWillis wrote: Parts of TiMidity are included in the ScummVM core codebase
Would make sense. If it's not the case, why is it?eriktorbjorn wrote:I thought ScummVM only included code to act as a client to a TiMidity server.
It doesn't seem applicable. There is no executable in the /timidity directory. It seems to be part of the SDL code, and SDL software on the GP2X usually can play those instruments by just playing MIDI.eriktorbjorn wrote:It's the Using TiMidity++ MIDI server section of the README that describes how to use it
I'm not sure I follow you. SDL did not have any connections to TiMidity last time I checked. (I think the SDL_mixer library contains a copy of TiMidity, but ScummVM doesn't use that.)LogicDeLuxe wrote: If ScummVM doesn't support this, how hard would it be to implement this? Sounds like merely the GM output has to be routed to SDL instead of a system specific port, right?
I can imagine that more systems would benefit from this, not just the GP2X.
Sorry eriktorbjorn, yes ScummVM just contains code for a client. I just considered that 'part' of TiMidity.LogicDeLuxe wrote:I didn't notice slowdowns in Doom, and with its 35 fps, it certainly is more demanding than those old LucasArts adventures with MIDI tracks, which only animate approximately about 10 fps.Would make sense. If it's not the case, why is it?eriktorbjorn wrote:I thought ScummVM only included code to act as a client to a TiMidity server.
eriktorbjorn, I think LogicDeLuxe is assuming there is a link because PrBoom (the Doom port they are talking about) uses TiMidity in its SDL_mixer incarnation.eriktorbjorn wrote:I'm not sure I follow you. SDL did not have any connections to TiMidity last time I checked. (I think the SDL_mixer library contains a copy of TiMidity, but ScummVM doesn't use that.)
Since both use SDL, there sure is a relationship. And since the game itself doesn't have anything in common with point and click adventures, it sure is what is going on behind the scene which matters. And Timidity apparently works well with Doom on the GP2X. Also Doom is slightly more demanding on hardware than those old LucasArts adventures, so it seems reasonable to assume that those adventures would be still fast enough to be seriously playable with Timidity playing the soundtrack. Even with all reverb effects etc. disabled, it still would be better then OPL (which has no effects either).DJWillis wrote:LogicDeLuxe, Why is Doom's FPS relevant to the performance of ScummVM? Having ported Doom a few times (including a 2X port) I find that statement most amusing . It has no relationship to ScummVM or any relevance to what is going on behind the scenes.
You can configure an X server to use SDL for video, so X11 is like ScummVM then . The GP2X port makes use of parts of the GP2X SDL library for some features but it is not a pure SDL backend.LogicDeLuxe wrote:Since both use SDL, there sure is a relationship. And since the game itself doesn't have anything in common with point and click adventures, it sure is what is going on behind the scene which matters. And Timidity apparently works well with Doom on the GP2X. Also Doom is slightly more demanding on hardware than those old LucasArts adventures, so it seems reasonable to assume that those adventures would be still fast enough to be seriously playable with Timidity playing the soundtrack. Even with all reverb effects etc. disabled, it still would be better then OPL (which has no effects either).