Hey Bartosz, you could probably write your own detection routine. FluidSynth keeps a counter of active voices that you can read using fluid_synth_get_active_voice_count. One very easy way would be to patch that into your fluid_synth_write_* function and generate min, max and avg statistics from it.
Cheers, Marcus 2017-12-04 17:32 GMT+01:00 Bartosz Nowotny <bartosznowo...@gmail.com>: > Hello, > > I am using FluidSynth on Android. For performance reasons, I am trying to > keep the synth.polyphony setting as low as possible while retaining good > sounding audio. I have a number songs and soundfonts. I have set up > FluidSynth to use 64 simultaneous voices via synth.polyphony and that works > for most song and soundfont combinations. Nevertheless, some songs clearly > run out of available voices and do not sound right. Is there any way to > programmatically detect how many voices a given MIDI song, using a given > soundfont, needs? I am trying to strike a balance between performance and > good sounding audio. If I pick too little simultaneous voices then I risk > some songs not sounding right (or I will have to get rid of them at all), > if I pick too many simultaneous voices then I risk sound glitching and > playback problems on lower end devices. Knowing how much voices my songs > and soundfonts need is the key to getting that balance just right. > > Cheers, > Bartosz > > _______________________________________________ > fluid-dev mailing list > fluid-dev@nongnu.org > https://lists.nongnu.org/mailman/listinfo/fluid-dev > >
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