09-03-2023, 11:26 AM
Ok, I'll explain it again in more detail.
1. I don't want to have an additional sound font in the EXE file
2. I would like to have an external solution that uses an existing soundfont. (*.DLS, *.SF2)
Such as the standard Windows sound font under "C:\Windows\System32\drivers\gm.dls"
Or my own external sound font.
3. The MIDI file should be loaded via a BUFFER.
The MIDI should later be in an archive. So it is at a certain offset address. The MIDI should then be loaded at the position and played back in the program.
There must be a solution how to use Windows' own MIDI system in such a way that it is used as I have described. But not that a sound font is integrated into the EXE.
That's not a good solution.
I mean... 2023 and you can't address the Windows MIDI system in a way that you can use it like that?
It would be sad, because many old Win95 games can do that.
So there has to be a solution somehow.
1. I don't want to have an additional sound font in the EXE file
2. I would like to have an external solution that uses an existing soundfont. (*.DLS, *.SF2)
Such as the standard Windows sound font under "C:\Windows\System32\drivers\gm.dls"
Or my own external sound font.
3. The MIDI file should be loaded via a BUFFER.
The MIDI should later be in an archive. So it is at a certain offset address. The MIDI should then be loaded at the position and played back in the program.
There must be a solution how to use Windows' own MIDI system in such a way that it is used as I have described. But not that a sound font is integrated into the EXE.
That's not a good solution.
I mean... 2023 and you can't address the Windows MIDI system in a way that you can use it like that?
It would be sad, because many old Win95 games can do that.
So there has to be a solution somehow.