mands" to make your measurements (cpu load, numbers of
> voices, maximum voices
>
> (i.e polyphony) your hardware is capable).
>
> Regards.
>
>
>
> > Message du 04/12/17 17:54
> > De : "Bartosz Nowotny"
> > A : fluid-dev@nongnu.org
> > Copi
of voices,
maximum voices
(i.e polyphony) your hardware is capable).
Regards.
> Message du 04/12/17 17:54
> De : "Bartosz Nowotny"
> A : fluid-dev@nongnu.org
> Copie à :
> Objet : [fluid-dev] Programmatic polyphony count detection in FluidSynth
>
>
Hell
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
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
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