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!
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Pau
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
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