It definitely works, I've built fluidsynth with no audio drivers in the past and used the nwrite_float() interface to generate samples to pass on to the audio layer (in my case portaudio -- which fluidsynth might even have a driver for but I wanted to be in control of the mixing). -sqweek
On 23/05/2017 9:44 pm, "Kjetil Matheussen" <k.s.matheus...@gmail.com> wrote: On Tue, May 23, 2017 at 12:49 PM, Stéphane Letz <l...@grame.fr> wrote: > Hi, > > As anybody ever used fluidsynth in Unity (https://unity3d.com/fr) ? If > yes is that any open-source code available somewhere? It no how complex > would it be ? (I guess developing a specific audio driver to connect to > Unity audio layer yes ?) > > Hi, If your goal is to play midi files, maybe it's possible to avoid writing a new fluidsynth driver by manually calling fluid_synth_nwrite_float (or another similar function generating samples) when necessary. I.e. in this example: http://fluidsynth.sourceforge. net/api/index.html#MIDIPlayer , instead of calling fluid_player_join(player), you return to the main loop of the program, and in the audio callback, you call fulid_synth_nwrite_float() to get samples. I don't know if this'll work though, but I think there's a good chance for it. _______________________________________________ fluid-dev mailing list fluid-dev@nongnu.org https://lists.nongnu.org/mailman/listinfo/fluid-dev
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