Hi, I'm on holiday right now so I can't test this suggestion, but from
memory, here's what I do.

FluidSynth has an option to set the sampling rate of the output. Sox has an
option to specify the sampling rate of the input. Just set them both to the
same value (an appropriate one is 44000, IIRC) and it will work. Check the
respective man pages to find the options.

I'm not sure if Fluid can directly do WAV output, but I don't use it. The
reason you need to specify the sampling rate is that RAW doesn't include
meta-information so you have to specify it yourself -- this makes it the
simplest format for a program to read or write.

Matt
On Mar 11, 2012 8:07 AM, "Dr.Leo" <fhaxbo...@googlemail.com> wrote:

>
>
> thanks. As MinGW does the trick, I am not so keen to recompile it on
> MSVC9. I just wanted to share a potential problem. But I realise that
> the main problem is in my head rather than in fluidsynth's repository. I
> understand that you don't want to officially release windows binaries
> for the reasons you mention. But I think it would still be useful. If I
> had a website I would probably do it myself, well I have a project on
> Google code, but this is unrelated to music.
>
> I've tried the -F option. A .raw file is created but I cannot play it.
> SoX reports an error as the sampling rate is not specified. I guess this
> is a feature, not a bug. Still I want to use sndfile, but I don't know
> how.  The docs are tacit on this. There is a Windows binary of sndfile
> alongside with the tarball. I tried to compile the tarball successfully.
> but I don't know how to include it in FluidSynth. I thought I'd just
> copy sndfile.h in FluidSynth's include dir and the dll and def files of
> libfluidsynth in the MinGW lib dir. I know this is very basic and should
> not be on this list. So I would also appreciate any link to a concise
> recipe on compiling multiple libraries etc. but my only goal so far is to
> create wav from midi.
>
>
> Any further tips?
>
> Leo
>
>
> Am 10.03.2012 16:42, schrieb Pedro Lopez-Cabanillas:
>
>> On Saturday 10 March 2012, Dr.Leo wrote:
>>
>>> 1. MSVC9
>>>
>>> I did not manage to build it. It does not even build libfluidsynth.lib.
>>> Is there something wrong with the SLN file? Well, cmake produced an
>>> error at some point that did not look serious but may have disrupted the
>>> build process. If anyone is interested I'll send the log files etc.
>>>
>> I would try to help if you post a brief message containing the error
>> messages,
>> and the exact versions of the software packages involved.
>>
>> By the way, I've built FluidSynth SVN with VC++ 2010 Express just now,
>> successfully. I've used:
>>
>>  From 
>> http://www.cmake.org/cmake/**resources/software.html<http://www.cmake.org/cmake/resources/software.html>
>> - CMake 2.8.7,
>>
>>  From 
>> http://www.gtk.org/download/**win32.php<http://www.gtk.org/download/win32.php>
>> - GLib 2.28.8 (Run-time, Dev)
>> - gettext-runtime 0.18.1.1 (Run-time, Dev)
>> - pkg-config 0.26 (Tool)
>>
>> CMake complains about the VC Redist runtime files, which are not included
>> in
>> Express anymore, but it is a warning not affecting the build at all.
>>
>>  Strangely enough, MSVC9 did not complain about a missing dsound.h etc.
>>>
>> The DirectX SDK is included in Visual Studio, even in VS Express.
>>
>>  I think it would be very useful to host a zip archive with the binaries
>>> on sf. If you haven't got a Win32 build environment I'd happily send you
>>> my .exe and .dll plus a readme file.
>>>
>> The problem is that we don't want to decide a particular configuration and
>> compiler version to distribute an official Windows build. We don't do
>> that for
>> Mac OSX or Linux either. Building all permutations is out of the question:
>> there are two compilers (VC++ and MinGW), two main architectures (32 and
>> 64
>> bit), and several optional dependencies...
>>
>> Building the binaries depends on the exact requirements of each
>> program/user
>> using FluidSynth. For instance, including Readline changes the license of
>> the
>> resulting library from LGPL to GPL, and this may be discouraging for some
>> users. Other optional components in Windows can be Sndfile, Portaudio, and
>> Jack. Each one has specific use cases and drawbacks, which are justified
>> if
>> you really need the functionality (for instance, if you include some of
>> them
>> you need to distribute also their runtime DLL as well.)
>>
>>  3. fast-render
>>>
>>> I don't understand the syntax. I tried from the cmd line:
>>>
>>> fluidsynth r3.sf2 -f=output.raw input.mid
>>>
>>> and it just plays the midi file without writing anything. Any hint would
>>> be much appreciated.
>>>
>> The short argument for fast render is "-F", with a capital F letter. In
>> this
>> case, followed by an space and the name of the output file name. The long
>> argument is "--fast-render", followed by an equal sign ("=") and the
>> output
>> file name. Without the help of Readline, the command line options must go
>> before the soundfont and midi file names. So, two correct commands would
>> be:
>>
>>        fluidsynth -F output.raw r3.sf2 input.mid
>>
>> or
>>
>>        fluidsynth --fast-render=output.raw r3.sf2 input.mid
>>
>> Regards,
>> Pedro
>>
>>
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