On 01/01/2018 01:23 PM, Tim wrote:


On 01/01/2018 12:22 PM, Tim wrote:


On 01/01/2018 12:03 PM, Robert Jonsson wrote:
Hi,


    Global Cut still crashes sometimes


It actually crashes everytime. Seems a lookup in the tempomap and sigmap fails badly, according to a comment the lookup (upper_bound) should always return an iterator pointing to a tempo event or a signature event but it points to .end(). Not sure how to go about fixing it.

I can take a look...

Fixed an issue with missing soundfonts in fluidsynth also, it was supposed to put up a file open dialog but seems Qt5 no longer allows putting up dialogs from non-gui threads, the gui was left hanging after this. I commented out this and only print the error to stderr, hardly satisfying but fixing it better is quite a bit more work. In the process I ported the QThread and removal of QSocketNotifier from platform independence. There was some kind of timing problem so soundfonts weren't always loaded, after moving to the QThread implementation I haven't seen the problem so, hoping it's gone now.

Ehm, caution! My libinstpatch support is now broken:

/home/me/Source/muse_20171227_master/muse3/synti/fluidsynth/fluidsynti.cpp:776:13: error: ‘void loadNoteSampleNames(FluidSoundFont&)’ defined but not used [-Werror=unused-function]

I'm taking a look now.

We used to have a fontLoadThread() and that is where
  loadNoteSampleNames() used to get the note names.
Now we don't have a fontLoadThread() so I'm looking at
  what just happened here...

OK I added the missing

       #ifdef HAVE_INSTPATCH
       loadNoteSampleNames(font);
       #endif

  to the new execLoadFont() routine. Builds OK. Pushed to master.

But...
QObject::connect: No such slot DeicsOnzeGui::readMessage() in
  /home/me/Source/muse_20171227_master/muse3/synti/deicsonze
  /deicsonzegui.cpp:419
QObject::connect:  (receiver name: 'DeicsOnzeGuiBase')

And... I opened an existing project and all the fluidsynth dialog
  'drum' channels were marked as 'yes'.

Suspect some communication still not happening?
Project not informing fluidsynth of stored song values?

Other than that I get fluidsynth sound now, but things...
  hmm, don't seem right... seem odd. Lemme check.

Oh oh, I tried a new song with a new fluidsynth instance
 but when I click 'load' in the fluidsynth dialog nothing happens!

Something ain't right?



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