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.


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