Setting up FluidSynth
FluidSynth is bundled with GZDoom since version 3.0, along with a default soundfont. The following instructions are only needed for older versions.
On Windows, the simplest method is to grab fluid_patchset console variable must be set to point to a valid SF2 sound font for it to render any output; however ZDoom may be able to automatically detect one if it exists, depending on your hardware and operating system: on Unix systems, it will look for /usr/share/sounds/sf2/FluidR3_GS.sf2 and on Windows it will look for CT4MGM.SF2 and CT2MGM.SF2 in the system directory (Creative drivers usually install one of them so if you have a Creative sound card it may work out of the box).or version and place the extracted fluidsynth.dll in your ZDoom directory. The
If you do not have any sound font pre-installed by your OS or your sound drivers, you will need to download one.
Advantages and drawbacks
- FluidSynth is very CPU-intensive, though this is mitigated by multicore CPUs.
- Even though FluidSynth was designed to fully support all features of the SF2 sound font format, it is also more likely than TiMidity++ to detect errors and abort loading instruments in sound fonts. A good example of this phenomenon is the Silverspring sound font, which is basically unusable with FluidSynth.