Great work, James. I will have to try it out some time.
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The patch has now been merged upstream to SDL_mixer so we should see it
in the next release. Thanks for your help, guys.
Cheers,
James
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Good news, everyone!
Following Matt Giuca's great work on playing files from memory, I've
more or less finished my SDL_mixer patch. The attached patch requires
the latest FluidSynth from Subversion and was created against the latest
SDL_mixer from Mercurial, though it can be applied against 1.2.11
Hi David,
Thanks for replying. If you don't mind, I'll take this conversation (about
MIDI buffers) to the other thread ("Making MIDI player read from a buffer"),
and stop CCing James, Sam and Ryan.
PS. Ryan, if you're reading this, I heard your FLOSS Weekly interview a
couple of years back (on SD
On 2011-01-25 05:59, Matt Giuca wrote:
Matt, how are things on your end? Were you waiting for some feedback?
Hi James,
Yes, I wasn't sure how to proceed, because I basically finished the
patch. There was a discussion about the memory allocation strategy
(since the memory needs to be allocated
> Matt, how are things on your end? Were you waiting for some feedback?
Hi James,
Yes, I wasn't sure how to proceed, because I basically finished the
patch. There was a discussion about the memory allocation strategy
(since the memory needs to be allocated by the user) which was never
decided on,
On Sun, 23 Jan 2011 22:15:50 -0800
Sam Lantinga wrote:
> Hey guys, is there an update for this patch? I'd like to include it
> in the next SDL_mixer release, if you think it's ready for prime
> time...
>
> Thanks!
Hi Sam,
Great to hear from you. I had it almost ready and just wanted to
discus
> Of course, we have this ongoing discussion about FluidSynth accepting a
> buffer. As I've said, it would make my code simpler but it's not vital.
Right. Well even though that might help you, whether you can use it
depends on whether it's acceptable for your SDL_mixer backend to
require FluidSynt
On Sun, 17 Oct 2010 17:41:12 +0100
James Le Cuirot wrote:
> The pitch on D1X-Rebirth is also still slightly out with all the
> FluidSynth versions I've mentioned above. I'm not sure whether this is
> related to the other sample rate problem. It's worth mentioning that
> the command line player do
On 2010-10-17 18:41, James Le Cuirot wrote:
Just want to give an update and new patch for this SDL_mixer backend.
The tempo issue has now been ironed out. Using the sample timer instead
of the system timer (which I should have done in the first place)
allows me to call fluid_sequencer_set_time_sc
On Sun, 17 Oct 2010 17:41:12 +0100
James Le Cuirot wrote:
> When I made the adjustment to 1.1.1 to allow sample rates as low as
> 11025Hz, Rise of the Triad sounded correct. However, I have since
> tried making the same adjustment to 1.1.2 and also tried 1.1.3 where
> David has committed the chan
On Sun, 17 Oct 2010 17:41:12 +0100
James Le Cuirot wrote:
> I have tried to adjust the sample rate using SDL's audio conversion
> functions instead of FluidSynth but this just seems to make it even
> slower! At least I think that's what's happening, it's barely
> recognisable by that point. It's
Just want to give an update and new patch for this SDL_mixer backend.
The tempo issue has now been ironed out. Using the sample timer instead
of the system timer (which I should have done in the first place)
allows me to call fluid_sequencer_set_time_scale from within a callback.
Matt Giuca said h
> Is anyone going to step up and try this? I could have a go but I'll
> probably have to change the way things currently work a little.
>
I'll have a go at writing a void* memory loader into FluidSynth. I've been
meaning to do some hacking for awhile (which is why I've been hanging around
this mai
On Sun, 10 Oct 2010 13:08:42 +1100
Matt Giuca wrote:
> OK, well it would be exceedingly good to avoid duplicating all the
> MIDI event loading code. I don't think passing a file handle to
> FluidSynth would work in this specific case (or in several other
> general cases), because while SDL's RWop
> Mix_LoadMUS does take a filename but an application can also call
> Mix_LoadMUS_RW, which takes an SDL_RWops. All the existing backends
> support this.
>
Ah, OK then. I was sort of expecting that (but didn't find it when I
looked), since most SDL things let you take a RWop.
This may be oversimp
On Thu, 7 Oct 2010 10:42:22 +1100
Matt Giuca wrote:
> > I did. The main problem was that it only takes a file path, not a
> > file handle. I looked at whether it would be easy to add a function
> > for this but it didn't seem to fit into the playlist design.
> >
>
> True, the fluid MIDI file pla
On Thursday 07 October 2010, James Le Cuirot wrote:
> > Hmm, because they are private, that means that we are free to change
> > the implementation (and even remove the field) between FS versions.
> > I'm not sure I want to give up that freedom right away, what does the
> > rest of the list think h
On 2010-10-07 01:23, James Le Cuirot wrote:
Hi David,
Cool, thanks for the work!
You're very welcome.
I guess this makes it easier for commercial game developers to use
FluidSynth? I mean - they can design their own soundfonts and midi
files, and use right away. And both SDL and FS is und
> I did. The main problem was that it only takes a file path, not a file
> handle. I looked at whether it would be easy to add a function for this
> but it didn't seem to fit into the playlist design.
>
True, the fluid MIDI file player doesn't extend to anything other than files
(by name). But loo
Hi David,
> Cool, thanks for the work!
You're very welcome.
> I assume you had a look at the midi file player and decided it didn't
> work for you?
I did. The main problem was that it only takes a file path, not a file
handle. I looked at whether it would be easy to add a function for this
but
On 2010-10-06 01:10, James Le Cuirot wrote:
Hi guys,
First, some good news. I've almost finished implementing a FluidSynth
backend for SDL_mixer. This will bring long-overdue SoundFont support
to SDL_mixer as its bundled version of Timidity is very old and doesn't
support SoundFonts. I just need
Hi guys,
First, some good news. I've almost finished implementing a FluidSynth
backend for SDL_mixer. This will bring long-overdue SoundFont support
to SDL_mixer as its bundled version of Timidity is very old and doesn't
support SoundFonts. I just need some help to complete it.
I'm working with F
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