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Fluidsynth soundfonts not loading on Wii U(?) #3310

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CatmanFan opened this issue Dec 11, 2024 · 5 comments
Open

Fluidsynth soundfonts not loading on Wii U(?) #3310

CatmanFan opened this issue Dec 11, 2024 · 5 comments

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@CatmanFan
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CatmanFan commented Dec 11, 2024

Name of the game:

General, any game is applicable

Player platform:

Wii U

Attach files (as a .zip archive or link them)

  • A savegame next to the problem (if it is not at the beginning of the game)
    N/A (not necessary for this issue)
  • The easyrpg_log.txt log file (you can find it in the game directory)
    easyrpg_log.txt

Describe the issue in detail and how to reproduce it:

  1. Download and install the latest Wii U build (specifically, 2024-08-26):
    https://easyrpg.org/player/downloads/#snapshot-other

  2. Copy it to wiiu/apps/easyrpg-player/easyrpg-player.wuhb, then restart the console and open the EasyRPG icon from the Wii U Menu.

  3. Go to Settings > Audio, enable FluidLite (SF2) from MIDI drivers and select any file or <Autodetect> from Soundfont.

  4. Load a random game, after 2000 + 2003 RTP and some games have already been copied to the relevant EasyRPG directories.
    The error message "Debug: Fluidsynth: Could not load soundfont." is written to the log, and "Could not load soundfont" is always displayed at the bottom of the Settings > Audio submenu, regardless of whichever file has been loaded as the SF2 to use. FmMidi is thus enabled as the only audio driver available.

I've tested with the soundfont which was recommended by Ghabry from this community post, and several downloaded from this GitHub repo, but none of them were able to work on the current Wii U build. At one point, FluidLite (SF2) was able to report itself as "working", but now it no longer is; in any case, FmMidi remained as the default audio driver.

No idea atm if this is related to some issue on the build's end or if FluidLite support has not been fully implemented yet.

@Ghabry Ghabry added this to the 0.8.1 milestone Dec 11, 2024
@Ghabry
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Ghabry commented Dec 11, 2024

Thanks for the report. Will try to get FluidSynth instead of FluidLite working for the WiiU. Lite is only used on platforms that lack RAM and the WiiU isn't one of them :).

(But the SF2 selection should still work with FluidLite, so that is a second bug 🤔 )

@Ghabry
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Ghabry commented Dec 21, 2024

Good news: After a small patch because Threads are completely broken on WiiU fluidsynth compiles.

Cannot test it right now as don't have access to my WiiU but at least it compiles so when it works it will be in 0.8.1

diff -Naur fluidsynth-2.4.1-orig/CMakeLists.txt fluidsynth-2.4.1/CMakeLists.txt
--- fluidsynth-2.4.1-orig/CMakeLists.txt	2024-12-01 14:27:38.000000000 +0100
+++ fluidsynth-2.4.1/CMakeLists.txt	2024-12-21 21:34:58.813955060 +0100
@@ -355,14 +355,14 @@
 endif ( WIN32 )
 
 # Check for threads and math
-find_package ( Threads REQUIRED )
+#find_package ( Threads REQUIRED )
 
 find_library ( HAS_LIBM NAMES "m" )
 if ( HAS_LIBM )
   set ( MATH_LIBRARY "m" )
 endif ( HAS_LIBM )
 
-set ( LIBFLUID_LIBS ${MATH_LIBRARY} Threads::Threads )
+set ( LIBFLUID_LIBS ${MATH_LIBRARY} )
 
 # IBM OS/2
 unset ( DART_SUPPORT CACHE )

@Ghabry
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Ghabry commented Jan 4, 2025

@CatmanFan can you try the latest continuous build? Should have FluidSynth enabled now instead of FluidLite.

Also cannot reproduce the problem with FluidLite. At least on Linux everything worked as expected.

@Ghabry Ghabry added the Needs feedback Waiting for the issue author to give further information. label Jan 4, 2025
@CatmanFan
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CatmanFan commented Jan 5, 2025

@Ghabry Nope, it's still the same issue: says it's "in use" when a certain SF2 is selected, "not working" when it's set to auto-detect, in either case it will always say "Could not load soundfont." and FmMidi will still load anyway. (Edit: this persists even after re-downloading the most continuous build and deleting the configuration .ini)

I also tried compiling the FluidSynth using the code edits you provided me, but still have no idea how to convert it to a Wii U usable format.

@Ghabry
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Ghabry commented Jan 5, 2025

that patch is already applied in the Continuous Build. okay, weird. Have to test this myself on hardware I guess...

@fdelapena fdelapena removed the Needs feedback Waiting for the issue author to give further information. label Jan 8, 2025
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