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Posts: 2
Joined: March 27, 2015 - 20:03
Re: Routing to hardware.

To be honest that is what I want, but here's why I asked: On my system at least, VirtualMIDISynth plays back instead of the Microsoft player in a number of games I've tried. That's with a normal install with the driver listed as Midi1 in the registry, and not using Frank Leuschner's suggestion in the comments of the blog post you linked to. At the moment's it's the closest thing to a midimap.dll wrapper that I've seen. It doesn't work perfectly, since Chocolate Doom crashes, but it has been effective in improving at least one game where my attempts at decompiling and hex editing have failed (I've hex edited a few games, and SDL_Mixer.dll, to output to specifc MIDI devices as a Windows 8 fix of sorts).

Anyway, if you ever want to create a midimap.dll wrapper, in the same vein as the Direct Draw and Direct3D wrappers that other's have done, you'd be a personal hero of mine. Whatever the case, you've got a good program here, thanks for that.

 

Posts: 1972
Joined: March 25, 2012 - 01:19
Re: Routing to hardware.

The feature you're asking for is something like... MIDI Mapper ;)

VirtualMIDISynth is supposed to be a (virtual) device, not the (now missing) MIDI Mapper.
And also, nothing ensures that VMS will be the default MIDI device since in Win8 the device 0 (the first one) is not MIDI Mapper anymore (see here for details).

Posts: 2
Joined: March 27, 2015 - 20:03
Routing to hardware.

At the moment, using VirtualMIDISynth as a replacement for the midi mapper is about the only way of using something better than the Microsoft GS Synth as the default device on Windows 8. This makes me wonder, would it be possible to add a feature to VirtualMIDISynth where the MIDI data could be routed to a chosen hardware device instead of processed by the synth? This would an real benefit for those of us who play Windows games with no selectable MIDI outputs on Windows 8, and like using MIDI hardware as well as softsynths.