I'm running FluidSynth on Android, and I never had sound glitching with the
default voices count (256 or 512) even using large soundfonts like Fluid R3.
How is your setup ? I suspect a too small AudioTrack buffer size (mine is
about 48000 16bit PCM strereo frames)

On Mon, Dec 4, 2017 at 5:43 PM, Marcus Weseloh <mar...@weseloh.cc> wrote:

> 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
>>
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>>
>
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