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Re: [fluid-dev] FluidSynth backend for SDL_mixer

From: James Le Cuirot
Subject: Re: [fluid-dev] FluidSynth backend for SDL_mixer
Date: Mon, 18 Oct 2010 23:21:18 +0100

On Sun, 17 Oct 2010 17:41:12 +0100
James Le Cuirot <address@hidden> 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 does play the MIDI files I have from this game
> at the right pitch.

Good news. I've figured this problem out too. I compared the verbose
output from the command line player with that from the game and noticed
that the pitch bend events had different values. I checked the
FluidSynth source and noticed that it manipulates the raw value for
pitch bends in some way I don't understand. I just had to do the same
thing in my code and that fixed it. :)

So now there are only a few minor fix ups to do. Looping isn't working
properly. I want to add some error messages. I also want to discuss how
SDL_mixer falls back to other backends in the event of failure but
that's one for their mailing list.

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.
I've not really had to write an entire MIDI parser because I was able
to borrow an existing function from SDL_mixer to do most of the work.
This backend is actually the smallest of all the MIDI backends, even
the native ones. Still, I'll continue to follow this discussion to see
if anything comes of it.


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