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
On 11/18/18 12:30 PM, Carlo Bramini wrote:
Results: well, although it works, this is not exacly a success. I
disabled reverb, chorus and I set up the mixing frequency to 11025Hz.
I'm getting an half second of sound every 3 or 4 seconds when playing
"Fluorish.mid" file. When playing samples from
Hello,
I would like to share some experiences when working on FluidSynth on different
platforms.
===
Embedded platform with ARM Cortex M3.
This is an embedded platform with these features:
- ARM Cortex M3 (NXP LPC1788), 120MHz, NO FPU, no caches.
- 512KB of internal flash.
- 8MB of SDRAM clo
A maintenance release for fluidsynth has been released.
Details can be found in the release notes:
Download: https://github.com/FluidSynth/fluidsynth/releases/tag/v2.0.2
API: http://www.fluidsynth.org/api/
Website: http://www.fluidsynth.org
FluidSynth is a real-time software synthesizer based on