Re: [fluid-dev] Bug when calling SDL functions from sequencer callback

2018-11-19 Thread Paul Cohn
Hey squeek - thanks for your help! I looked into SDL's event APIs and they provide some custom event functions that are thread safe. I changed everything in the callback to use those and that fixed my problem. Guess I should be more aware of the threads going on in my app. Thanks again! --- Pau

Re: [fluid-dev] Bug when calling SDL functions from sequencer callback

2018-11-18 Thread sqweek E.
I’m guessing that you’re hooking up Synth::seq_callback via fluid_sequencer_register_client or similar. It seems like a bad idea to be attempting GUI operations from such a callback, as GUI APIs generally expect to be driven by a single thread. A quick search suggests that SDL’s convention is t

[fluid-dev] Bug when calling SDL functions from sequencer callback

2018-11-18 Thread Paul Cohn
Hello, I've been stuck on this bug for a little while now, and I'm not sure it's directly related to fluidsynth but I'm hoping someone can shed some light even if it's a basic C++ issue. For context, I have a 2d game map you can move around, The effects of the bug I'm seeing are that the screen g