FluidSynth and IOS

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Ozymanhattan25
Posts: 1
Joined: Sat Mar 22, 2025 7:56 pm

FluidSynth and IOS

Post by Ozymanhattan25 »

Hello,

I'm testing the IOS port from the store (2.9.0) on an iPad Mini running IOS 18.3.2. Using Day of the Tentacle and King's Quest VI as my examples. I cannot seem to get FluidSynth with a SC55 soundfount to load. I get an error that FluidSynth, as the selected audio device, cannot be used, and it falls back to Adlib. I've gotten MT-32 working using older Sierra SCI games, like Space Quest III, but I can't seem to get FluidSyth/General MIDI to work. Am I missing something obvious?

Thanks to any that can help, in advance
-ozy25
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criezy
ScummVM Developer
Posts: 995
Joined: Sat Sep 23, 2006 10:41 am
Location: West Sussex, UK

Re: FluidSynth and IOS

Post by criezy »

This is a known bug and unfortunately fluidsynth is indeed not working in the 2.9.0 release. But the good news is that it is already fixed, so this should be working in the next release.
DominusExult
Posts: 2
Joined: Mon Nov 10, 2025 1:51 pm

Re: FluidSynth and IOS

Post by DominusExult »

Fluidsynth now comes without the need for Glib with the last release and their git has a way to get an xcode project via cmake (or we (Exult) have an Xcode project file in our source).
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