On Thu, Jul 11, 2019 at 5:38 PM Aere Greenway wrote:
>
> Kjetl:
>
> If you use Linux, install vmpk.
>
> Then run vmpk, and in its file menu, select "Import Soundfont". It will
> write a text file having all the instrument names.
>
Thank you, but I didn't ask the question, and I also think the
qu
On Thu, Jul 11, 2019 at 11:34 AM Kjetil Matheussen
wrote:
>
> On Thu, Jul 11, 2019 at 11:30 AM Reinhold Hoffmann
> wrote:
> >
> > Hi Kjetil,
> >
> > Thanks for the immediate response. libgig and the code sample really looks
> > good, simple and easy. Howeve
On Thu, Jul 11, 2019 at 11:30 AM Reinhold Hoffmann
wrote:
>
> Hi Kjetil,
>
> Thanks for the immediate response. libgig and the code sample really looks
> good, simple and easy. However, libgig is under the GPL license. Our
> software is a commercial software where we use the libfluidsynth library
On Thu, Jul 11, 2019 at 10:26 AM Reinhold Hoffmann
wrote:
>
> Hi,
>
>
>
> I want to display to the user the instrument names of the samples of a loaded
> soundfont file (sf2, sf3 format).
>
>
>
> Is there a public interface available in the libfluidsynth library where the
> instrument names of t
>
> I would really like to get your thoughts on this. Do you think it's a
> feature that other Fluidsynth users could benefit from?
>
Great work! Yes, this would be something the Radium music editor would
benefit from.
Radium uses libfluidsynth a as softsynth and not as a MIDI player. This
feature
On Mon, Nov 13, 2017 at 3:39 PM, Tom M. wrote:
> > 3. It wouldn't make sense to change ladspa.h if it was included in
> fluidsynth. So it wouldn't be a fork.
>
> People tend to have fancy ideas ;)
>
>
> > 4. If ladspa.h "upstream" would change in a way that would force plugins
> to be recompiled
On Mon, Nov 13, 2017 at 11:09 AM, Tom M. wrote:
> > I'm proposing to bundle the compile-time dependency (i.e. the ladspa.h
> header file) with FluidSynth
>
> I vote against it. Even if it's only a single header file, bundling it
> with fluidsynth would mean to fork LADSPA. Look at with the people
>
>
>
> >Let me explain that idea in a bit more detail. What I have in mind is a
> better defined interface (basically an internal API) for the reverb and
> chorus >effects. Something that works a little like LADSPA[1], only less
> generic and more specific to FluidSynth.
>
> The fact that it is AP
Great news. Good to see that there's so much activity again.
On Tue, Sep 5, 2017 at 10:22 AM, Tom M. wrote:
> Dear community,
>
> after long time of inactivity, development for fluidsynth got rolling
> again, leading to the 1.1.7 maintenance release I hereby announce.
>
> Highlights of this rele
On Wed, May 24, 2017 at 1:22 AM, Marcus Weseloh wrote:
> Hi all,
>
> I've added a test MIDI file and soundfont to the ticket:
> https://sourceforge.net/p/fluidsynth/tickets/50/#b976
>
> And Kjetil: if you really want to use the key pressure as volume control
> by default in a non-standard way, yo
On Tue, May 23, 2017 at 3:47 PM, Kjetil Matheussen wrote:
>
>
> On Tue, May 23, 2017 at 3:43 PM, Kjetil Matheussen <
> k.s.matheus...@gmail.com> wrote:
>
>>
>>
>> On Tue, May 23, 2017 at 12:49 PM, Stéphane Letz wrote:
>>
>>> Hi,
&
On Tue, May 23, 2017 at 3:43 PM, Kjetil Matheussen wrote:
>
>
> On Tue, May 23, 2017 at 12:49 PM, Stéphane Letz wrote:
>
>> Hi,
>>
>> As anybody ever used fluidsynth in Unity (https://unity3d.com/fr) ? If
>> yes is that any open-source code available somewhe
On Tue, May 23, 2017 at 12:49 PM, Stéphane Letz 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 audi
On Tue, May 23, 2017 at 2:59 PM, Marcus Weseloh wrote:
>
> 2017-05-23 14:43 GMT+02:00 Kjetil Matheussen :
>
>> Thanks for the explanation! It seems seems like polyphonic aftertouch
>> is a more advanced feature than I though, and you know a lot more
>> about this th
On Tue, May 23, 2017 at 2:33 PM, Marcus Weseloh wrote:
>
> 2017-05-23 14:00 GMT+02:00 Kjetil Matheussen :
>
>> So when fluidsynth receives these bytes:
>>
>> 0xa0 0x60 0x10
>> 0x90 0x60 0x70
>>
>> Is the note played with a volume value of 0x10?
On Tue, May 23, 2017 at 1:32 PM, Marcus Weseloh wrote:
> Hi,
>
> 2017-05-23 13:07 GMT+02:00 Kjetil Matheussen :
>
>> Great work! I've been meaning to implement this myself for many years but
>> never got started. I'm going to apply your patch to the fluidsyn
Great work! I've been meaning to implement this myself for many years but
never got started. I'm going to apply your patch to the fluidsynth in
Radium, since it has good support for polyphonic aftertouch, and see how it
works. If it works, I'm going to keep it in the next release of Radium.
I've a
Hello,
I don't know if this is actually new spam, but it looks
like there is some spam dated as far back as June 2014
on the frontpage under "Latest news".
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Hi,
Seems like you need to use a different -p option, as the
error message suggests. Maybe -p2 or -p0 will work instead of -p1.
On Fri, Aug 5, 2016 at 8:18 AM, Ben Gonzales wrote:
> Yes, sorry. The phrase "Read the manual" comes to mind...
>
> So after
> - reading section 1.1.3 and
> - renaming
On Tue, Jul 5, 2016 at 1:19 AM, Element Green
wrote:
>
> As Hamish mentioned, DirectSound does not perform very well when it comes
> to low latency. You may want to look into other supported audio drivers
> such as Jack Audio Connection Kit (which appears to be available on Windows
> now)) or pe
On Wed, Jan 13, 2016 at 9:28 PM, Ryan Gonzalez wrote:
>
> Similar things for the rest of them. This doesn't seem TOO bad...
>
>
Maybe it would be a good idea to just implement the necessary
"g_"* functions for the needed platforms instead of creating a new API
doing all of these things?
_
On Sat, Jan 31, 2015 at 4:27 PM, Garth Hjelte wrote:
> At 10:36 PM 1/30/2015, you wrote:
>
> Going by SF2 is going to be hard for developer to implement new soundfont,
> Native Instrument has supported Wav and Flac files and there are plenty
> audio loops (http://www.producerloops.com) on the we
Yes, I only used that documentation to create the fluidsynth instrument
in radium.
Worked for me:
https://github.com/kmatheussen/radium/blob/master/audio/FluidSynth_plugin.c
You can probably use that file as example. Sound is created in the
function
'RT_Process', synths are created in the fun
On 12.10.2012 10:54, David Henningsson wrote:
On 10/10/2012 10:29 AM, Kjetil Matheussen wrote:
On 10.10.2012 09:51, Kjetil Matheussen wrote:
Another thing we need to verify is that the sampledata is
read-only
once it's been bigendian converted. If it is not, chances are that
two
th
On 10.10.2012 08:05, David Henningsson wrote:
On 10/09/2012 11:13 AM, Kjetil Matheussen wrote:
Hi,
I'm embedding FluidSynth as an instrument in the Radium music editor
(http://users.notam02.no/~kjetism/radium).
It works fine (thanks for the great work!), but the memory usage was
some
On 10.10.2012 09:51, Kjetil Matheussen wrote:
Another thing we need to verify is that the sampledata is read-only
once it's been bigendian converted. If it is not, chances are that
two
threads would both modify the sampledata, causing problems.
Okay. I'll see if there's any t
On 10.10.2012 08:05, David Henningsson wrote:
On 10/09/2012 11:13 AM, Kjetil Matheussen wrote:
Hi,
I'm embedding FluidSynth as an instrument in the Radium music editor
(http://users.notam02.no/~kjetism/radium).
It works fine (thanks for the great work!), but the memory usage was
some
abyte font for the 2nd
Qsynth engine.
- Aere
On Tue, 2012-10-09 at 11:13 +0200, Kjetil Matheussen wrote:
Hi,
I'm embedding FluidSynth as an instrument in the Radium music editor
().
It works fine (thanks for the great work!), but the memory usage was
sometimes shockingly high because
Hi,
I'm embedding FluidSynth as an instrument in the Radium music editor
(http://users.notam02.no/~kjetism/radium).
It works fine (thanks for the great work!), but the memory usage was
sometimes shockingly high because fluidsynth reloads
entire soundfonts for every new synth, even if the soun
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