Re: [fluid-dev] Programmatic polyphony count detection in FluidSynth

2017-12-04 Thread Philippe Simons
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, M

Re: [fluid-dev] Programmatic polyphony count detection in FluidSynth

2017-12-04 Thread Marcus Weseloh
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

[fluid-dev] Programmatic polyphony count detection in FluidSynth

2017-12-04 Thread Bartosz Nowotny
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