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
FluidSynth and IOS
Moderator: ScummVM Team
Re: FluidSynth and IOS
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
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).