Move usage guide pages into separate files in doc/usage

This commit is contained in:
Marcus Weseloh 2020-11-14 13:26:05 +01:00
parent 67cb344a20
commit 20ec6f3376
20 changed files with 777 additions and 610 deletions

View File

@ -88,12 +88,13 @@ WARN_LOGFILE =
INPUT = \
../doc/fluidsynth-v20-devdoc.txt \
../doc/recent_changes.txt \
../doc/usage \
../include \
../include/fluidsynth \
../src
INPUT_ENCODING = UTF-8
FILE_PATTERNS = *.c *.h
FILE_PATTERNS = *.c *.h *.txt
RECURSIVE = YES
EXCLUDE =
EXCLUDE_SYMLINKS = NO

View File

@ -88,6 +88,7 @@ WARN_LOGFILE =
INPUT = \
@CMAKE_SOURCE_DIR@/doc/fluidsynth-v20-devdoc.txt \
@CMAKE_SOURCE_DIR@/doc/recent_changes.txt \
@CMAKE_SOURCE_DIR@/doc/usage \
@CMAKE_SOURCE_DIR@/include \
@CMAKE_SOURCE_DIR@/include/fluidsynth \
@CMAKE_SOURCE_DIR@/src \
@ -95,7 +96,7 @@ INPUT = \
@CMAKE_BINARY_DIR@/doc/fluidsettings.txt
INPUT_ENCODING = UTF-8
FILE_PATTERNS = *.c *.h
FILE_PATTERNS = *.c *.h *.txt
RECURSIVE = YES
EXCLUDE =
EXCLUDE_SYMLINKS = NO

View File

@ -40,614 +40,6 @@ What is FluidSynth?
- FluidSynth is open source, in active development. For more details, take a look at http://www.fluidsynth.org
\page UsageGuide Usage Guide
- \subpage CreatingSettings
- \subpage CreatingSynth
- \subpage LoadingSoundfonts
- \subpage CreatingAudioDriver
- \subpage UsingSynth
- \subpage SendingMIDI
- \subpage RealtimeMIDI
- \subpage MIDIPlayer
- \subpage FileRenderer
- \subpage MIDIPlayerMem
- \subpage MIDIRouter
- \subpage Sequencer
- \subpage Shell
- \subpage Multi-channel
- \subpage synth-context
- \subpage Advanced
\page CreatingSettings Creating and changing the settings
Before you can use the synthesizer, you have to create a settings object. The settings objects is used by many components of the FluidSynth library. It gives a unified API to set the parameters of the audio drivers, the midi drivers, the synthesizer, and so forth. A number of default settings are defined by the current implementation.
All settings have a name that follows the "dotted-name" notation. For example, "synth.polyphony" refers to the number of voices (polyphony) allocated by the synthesizer. The settings also have a type. There are currently three types: strings, numbers (double floats), and integers. You can change the values of a setting using the fluid_settings_setstr(), fluid_settings_setnum(), and fluid_settings_setint() functions. For example:
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
fluid_settings_t* settings = new_fluid_settings();
fluid_settings_setint(settings, "synth.polyphony", 128);
/* ... */
delete_fluid_settings(settings);
return 0;
}
\endcode
The API contains the functions to query the type, the current value, the default value, the range and the "hints" of a setting. The range is the minimum and maximum value of the setting. The hints gives additional information about a setting. For example, whether a string represents a filename. Or whether a number should be interpreted on on a logarithmic scale. Check the settings.h API documentation for a description of all functions.
\page CreatingSynth Creating the synthesizer
To create the synthesizer, you pass it the settings object, as in the following example:
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
fluid_settings_t* settings;
fluid_synth_t* synth;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
/* Do useful things here */
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
For a full list of available <strong>synthesizer settings</strong>, please refer to the \ref settings_synth documentation.
\page CreatingAudioDriver Creating the audio driver
The synthesizer itself does not write any audio to the audio output. This allows application developers to manage the audio output themselves if they wish. The next section describes the use of the synthesizer without an audio driver in more detail.
Creating the audio driver is straightforward: set the <code>audio.driver</code> settings and create the driver object. Because the FluidSynth has support for several audio systems, you may want to change which one you want to use. The list below shows the audio systems that are currently supported. It displays the name, as used by the fluidsynth library, and a description.
- jack: JACK Audio Connection Kit (Linux, Mac OS X, Windows)
- alsa: Advanced Linux Sound Architecture (Linux)
- oss: Open Sound System (Linux, Unix)
- pulseaudio: PulseAudio (Linux, Mac OS X, Windows)
- coreaudio: Apple CoreAudio (Mac OS X)
- dsound: Microsoft DirectSound (Windows)
- portaudio: PortAudio Library (Mac OS 9 & X, Windows, Linux)
- sndman: Apple SoundManager (Mac OS Classic)
- dart: DART sound driver (OS/2)
- opensles: OpenSL ES (Android)
- oboe: Oboe (Android)
- waveout: Microsoft WaveOut, alternative to DirectSound (Windows CE x86, Windows Mobile 2003 for ARMv5, Windows 98 SE, Windows NT 4.0, Windows XP and later)
- file: Driver to output audio to a file
- sdl2*: Simple DirectMedia Layer (Linux, Windows, Mac OS X, iOS, Android, FreeBSD, Haiku, etc.)
The default audio driver depends on the settings with which FluidSynth was compiled. You can get the default driver with fluid_settings_getstr_default(). To get the list of available drivers use the fluid_settings_foreach_option() function. Finally, you can set the driver with fluid_settings_setstr(). In most cases, the default driver should work out of the box.
Additional options that define the audio quality and latency are "audio.sample-format", "audio.period-size", and "audio.periods". The details are described later.
You create the audio driver with the new_fluid_audio_driver() function. This function takes the settings and synthesizer object as arguments. For example:
\code
void init()
{
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_audio_driver_t* adriver;
settings = new_fluid_settings();
/* Set the synthesizer settings, if necessary */
synth = new_fluid_synth(settings);
fluid_settings_setstr(settings, "audio.driver", "jack");
adriver = new_fluid_audio_driver(settings, synth);
}
\endcode
As soon as the audio driver is created, it will start playing. The audio driver creates a separate thread that uses the synthesizer object to generate the audio.
There are a number of general audio driver settings. The audio.driver settings define the audio subsystem that will be used. The audio.periods and audio.period-size settings define the latency and robustness against scheduling delays. There are additional settings for the audio subsystems used. For a full list of available <strong>audio driver settings</strong>, please refer to the \ref settings_audio documentation.
<strong>*Note:</strong> In order to use sdl2 as audio driver, the application is responsible for initializing SDL (e.g. with SDL_Init()). This must be done <strong>before</strong> the first call to <code>new_fluid_settings()</code>! Also make sure to call SDL_Quit() after all fluidsynth instances have been destroyed.
\page UsingSynth Using the synthesizer without an audio driver
It is possible to use the synthesizer object without creating an audio driver. This is desirable if the application using FluidSynth manages the audio output itself. The synthesizer has several API functions that can be used to obtain the audio output:
fluid_synth_write_s16() fills two buffers (left and right channel) with samples coded as signed 16 bits (the endian-ness is machine dependent). fluid_synth_write_float() fills a left and right audio buffer with 32 bits floating point samples. The function fluid_synth_process() is the generic interface for synthesizing audio, which is also capable of multi channel audio output.
\page LoadingSoundfonts Loading and managing SoundFonts
Before any sound can be produced, the synthesizer needs a SoundFont.
SoundFonts are loaded with the fluid_synth_sfload() function. The function takes the path to a SoundFont file and a boolean to indicate whether the presets of the MIDI channels should be updated after the SoundFont is loaded. When the boolean value is TRUE, all MIDI channel bank and program numbers will be refreshed, which may cause new instruments to be selected from the newly loaded SoundFont.
The synthesizer can load any number of SoundFonts. The loaded SoundFonts are treated as a stack, where each new loaded SoundFont is placed at the top of the stack. When selecting presets by bank and program numbers, SoundFonts are searched beginning at the top of the stack. In the case where there are presets in different SoundFonts with identical bank and program numbers, the preset from the most recently loaded SoundFont is used. The fluid_synth_program_select() can be used for unambiguously selecting a preset or bank offsets could be applied to each SoundFont with fluid_synth_set_bank_offset(), to try and ensure that each preset has unique bank and program numbers.
The fluid_synth_sfload() function returns the unique identifier of the loaded SoundFont, or -1 in case of an error. This identifier is used in subsequent management functions: fluid_synth_sfunload() removes the SoundFont, fluid_synth_sfreload() reloads the SoundFont. When a SoundFont is reloaded, it retains it's ID and position on the SoundFont stack.
Additional API functions are provided to get the number of loaded SoundFonts and to get a pointer to the SoundFont.
\page SendingMIDI Sending MIDI events
Once the synthesizer is up and running and a SoundFont is loaded, most people will want to do something useful with it. Make noise, for example. MIDI messages can be sent using the fluid_synth_noteon(), fluid_synth_noteoff(), fluid_synth_cc(), fluid_synth_pitch_bend(), fluid_synth_pitch_wheel_sens(), and fluid_synth_program_change() functions. For convenience, there's also a fluid_synth_bank_select() function (the bank select message is normally sent using a control change message).
The following example show a generic graphical button that plays a note when clicked:
\code
class SoundButton : public SomeButton
{
public:
SoundButton() : SomeButton() {
if (!_synth) {
initSynth();
}
}
static void initSynth() {
_settings = new_fluid_settings();
_synth = new_fluid_synth(_settings);
_adriver = new_fluid_audio_driver(_settings, _synth);
}
/* ... */
virtual int handleMouseDown(int x, int y) {
/* Play a note on key 60 with velocity 100 on MIDI channel 0 */
fluid_synth_noteon(_synth, 0, 60, 100);
}
virtual int handleMouseUp(int x, int y) {
/* Release the note on key 60 */
fluid_synth_noteoff(_synth, 0, 60);
}
protected:
static fluid_settings_t* _settings;
static fluid_synth_t* _synth;
static fluid_audio_driver_t* _adriver;
};
\endcode
\page RealtimeMIDI Creating a real-time MIDI driver
FluidSynth can process real-time MIDI events received from hardware MIDI ports or other applications. To do so, the client must create a MIDI input driver. It is a very similar process to the creation of the audio driver: you initialize some properties in a settings instance and call the new_fluid_midi_driver() function providing a callback function that will be invoked when a MIDI event is received. The following MIDI drivers are currently supported:
- jack: JACK Audio Connection Kit MIDI driver (Linux, Mac OS X)
- oss: Open Sound System raw MIDI (Linux, Unix)
- alsa_raw: ALSA raw MIDI interface (Linux)
- alsa_seq: ALSA sequencer MIDI interface (Linux)
- winmidi: Microsoft Windows MM System (Windows)
- midishare: MIDI Share (Linux, Mac OS X)
- coremidi: Apple CoreMIDI (Mac OS X)
\code
#include <fluidsynth.h>
int handle_midi_event(void* data, fluid_midi_event_t* event)
{
printf("event type: %d\n", fluid_midi_event_get_type(event));
}
int main(int argc, char** argv)
{
fluid_settings_t* settings;
fluid_midi_driver_t* mdriver;
settings = new_fluid_settings();
mdriver = new_fluid_midi_driver(settings, handle_midi_event, NULL);
/* ... */
delete_fluid_midi_driver(mdriver);
return 0;
}
\endcode
There are a number of general MIDI driver settings. The midi.driver setting
defines the MIDI subsystem that will be used. There are additional settings for
the MIDI subsystems used. For a full list of available <strong>midi driver settings</strong>, please refer to the \ref settings_midi documentation.
\page MIDIPlayer Loading and playing a MIDI file
FluidSynth can be used to play MIDI files, using the MIDI File Player interface. It follows a high level implementation, though its implementation is currently incomplete. After initializing the synthesizer, create the player passing the synth instance to new_fluid_player(). Then, you can add some SMF file names to the player using fluid_player_add(), and finally call fluid_player_play() to start the playback. You can check if the player has finished by calling fluid_player_get_status(), or wait for the player to terminate using fluid_player_join().
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
int i;
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_player_t* player;
fluid_audio_driver_t* adriver;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
player = new_fluid_player(synth);
/* process command line arguments */
for (i = 1; i < argc; i++) {
if (fluid_is_soundfont(argv[i])) {
fluid_synth_sfload(synth, argv[1], 1);
}
if (fluid_is_midifile(argv[i])) {
fluid_player_add(player, argv[i]);
}
}
/* start the synthesizer thread */
adriver = new_fluid_audio_driver(settings, synth);
/* play the midi files, if any */
fluid_player_play(player);
/* wait for playback termination */
fluid_player_join(player);
/* cleanup */
delete_fluid_audio_driver(adriver);
delete_fluid_player(player);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
A list of available <strong>MIDI player settings</strong> can be found in the \ref settings_player documentation.
\page FileRenderer Fast file renderer for non-realtime MIDI file rendering
Instead of creating an audio driver as described in section \ref MIDIPlayer one may chose to use the file renderer, which is the fastest way to synthesize MIDI files.
\code
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_player_t* player;
fluid_file_renderer_t* renderer;
settings = new_fluid_settings();
// specify the file to store the audio to
// make sure you compiled fluidsynth with libsndfile to get a real wave file
// otherwise this file will only contain raw s16 stereo PCM
fluid_settings_setstr(settings, "audio.file.name", "/path/to/output.wav");
// use number of samples processed as timing source, rather than the system timer
fluid_settings_setstr(settings, "player.timing-source", "sample");
// since this is a non-realtime scenario, there is no need to pin the sample data
fluid_settings_setint(settings, "synth.lock-memory", 0);
synth = new_fluid_synth(settings);
// *** loading of a soundfont omitted ***
player = new_fluid_player(synth);
fluid_player_add(player, "/path/to/midifile.mid");
fluid_player_play(player);
renderer = new_fluid_file_renderer (synth);
while (fluid_player_get_status(player) == FLUID_PLAYER_PLAYING)
{
if (fluid_file_renderer_process_block(renderer) != FLUID_OK)
{
break;
}
}
// just for sure: stop the playback explicitly and wait until finished
fluid_player_stop(player);
fluid_player_join(player);
delete_fluid_file_renderer(renderer);
delete_fluid_player(player);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
\endcode
Various output files types are supported, if compiled with libsndfile. Those can be specified via the \c settings object as well. Refer to the \ref settings_audio documentation for more \c audio.file\.\* options.
\page MIDIPlayerMem Playing a MIDI file from memory
FluidSynth can be also play MIDI files directly from a buffer in memory. If you need to play a file from a stream (such as stdin, a network, or a high-level file interface), you can load the entire file into a buffer first, and then use this approach. Use the same technique as above, but rather than calling fluid_player_add(), load it into memory and call fluid_player_add_mem() instead. Once you have passed a buffer to fluid_player_add_mem(), it is copied, so you may use it again or free it immediately (it is your responsibility to free it if you allocated it).
\code
#include <stdlib.h>
#include <string.h>
#include <fluidsynth.h>
/* An example midi file */
const char MIDIFILE[] = {
0x4d, 0x54, 0x68, 0x64, 0x00, 0x00, 0x00, 0x06,
0x00, 0x01, 0x00, 0x01, 0x01, 0xe0, 0x4d, 0x54,
0x72, 0x6b, 0x00, 0x00, 0x00, 0x20, 0x00, 0x90,
0x3c, 0x64, 0x87, 0x40, 0x80, 0x3c, 0x7f, 0x00,
0x90, 0x43, 0x64, 0x87, 0x40, 0x80, 0x43, 0x7f,
0x00, 0x90, 0x48, 0x64, 0x87, 0x40, 0x80, 0x48,
0x7f, 0x83, 0x60, 0xff, 0x2f, 0x00
};
int main(int argc, char** argv)
{
int i;
void* buffer;
size_t buffer_len;
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_player_t* player;
fluid_audio_driver_t* adriver;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
player = new_fluid_player(synth);
adriver = new_fluid_audio_driver(settings, synth);
/* process command line arguments */
for (i = 1; i < argc; i++) {
if (fluid_is_soundfont(argv[i])) {
fluid_synth_sfload(synth, argv[1], 1);
}
}
/* queue up the in-memory midi file */
fluid_player_add_mem(player, MIDIFILE, sizeof(MIDIFILE));
/* play the midi file */
fluid_player_play(player);
/* wait for playback termination */
fluid_player_join(player);
/* cleanup */
delete_fluid_audio_driver(adriver);
delete_fluid_player(player);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
\page MIDIRouter Real-time MIDI router
The MIDI router is one more processing layer directly behind the MIDI input. It processes incoming MIDI events and generates control events for the synth. It can be used to filter or modify events prior to sending them to the synthesizer. When created, the MIDI router is transparent and simply passes all MIDI events. Router "rules" must be added to actually make use of its capabilities.
Some examples of MIDI router usage:
- Filter messages (Example: Pass sustain pedal CCs only to selected channels)
- Split the keyboard (Example: noteon with notenr < x: to ch 1, >x to ch 2)
- Layer sounds (Example: for each noteon received on ch 1, create a noteon on ch1, ch2, ch3,...)
- Velocity scaling (Example: for each noteon event, scale the velocity by 1.27)
- Velocity switching (Example: v <= 100: "Angel Choir"; v > 100: "Hell's Bells")
- Get rid of aftertouch
The MIDI driver API has a clean separation between the midi thread and the synthesizer. That opens the door to add a midi router module.
MIDI events coming from the MIDI player do not pass through the MIDI router.
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_midi_router_t* router;
fluid_midi_router_rule_t* rule;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
/* Create the MIDI router and pass events to the synthesizer */
router = new_fluid_midi_router (settings, fluid_synth_handle_midi_event, synth);
/* Clear default rules */
fluid_midi_router_clear_rules (router);
/* Add rule to map all notes < MIDI note #60 on any channel to channel 4 */
rule = new_fluid_midi_router_rule ();
fluid_midi_router_rule_set_chan (rule, 0, 15, 0.0, 4); /* Map all to channel 4 */
fluid_midi_router_rule_set_param1 (rule, 0, 59, 1.0, 0); /* Match notes < 60 */
fluid_midi_router_add_rule (router, rule, FLUID_MIDI_ROUTER_RULE_NOTE);
/* Add rule to map all notes >= MIDI note #60 on any channel to channel 5 */
rule = new_fluid_midi_router_rule ();
fluid_midi_router_rule_set_chan (rule, 0, 15, 0.0, 5); /* Map all to channel 5 */
fluid_midi_router_rule_set_param1 (rule, 60, 127, 1.0, 0); /* Match notes >= 60 */
fluid_midi_router_add_rule (router, rule, FLUID_MIDI_ROUTER_RULE_NOTE);
/* Add rule to reverse direction of pitch bender on channel 7 */
rule = new_fluid_midi_router_rule ();
fluid_midi_router_rule_set_chan (rule, 7, 7, 1.0, 0); /* Match channel 7 only */
fluid_midi_router_rule_set_param1 (rule, 0, 16383, -1.0, 16383); /* Reverse pitch bender */
fluid_midi_router_add_rule (router, rule, FLUID_MIDI_ROUTER_RULE_PITCH_BEND);
/* ... Create audio driver, process events, etc ... */
/* cleanup */
delete_fluid_midi_router(router);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
\page Sequencer Using the MIDI sequencer
FluidSynth's sequencer can be used to play MIDI events in a more flexible way than using the MIDI file player, which expects the events to be stored as Standard MIDI Files. Using the sequencer, you can provide the events one by one, with an optional timestamp for scheduling.
The client program should first initialize the sequencer instance using the function new_fluid_sequencer2(). There is a complementary function delete_fluid_sequencer() to delete it. After creating the sequencer instance, the destinations can be registered using fluid_sequencer_register_fluidsynth() for the synthesizer destination, and optionally using fluid_sequencer_register_client() for the client destination providing a suitable callback function. It can be unregistered using fluid_sequencer_unregister_client(). After the initialization, events can be sent with fluid_sequencer_send_now() and scheduled to the future with fluid_sequencer_send_at(). The registration functions return identifiers, that can be used as destinations of an event using fluid_event_set_dest().
The function fluid_sequencer_get_tick() returns the current playing position. A program may choose a new timescale in milliseconds using fluid_sequencer_set_time_scale().
The following example uses the fluidsynth sequencer to implement a sort of music box. FluidSynth internal clock is used to schedule repetitive sequences of notes. The next sequence is scheduled on advance before the end of the current one, using a timer event that triggers a callback function. The scheduling times are always absolute values, to avoid slippage.
\code
#include "fluidsynth.h"
fluid_synth_t* synth;
fluid_audio_driver_t* adriver;
fluid_sequencer_t* sequencer;
short synthSeqID, mySeqID;
unsigned int now;
unsigned int seqduration;
// prototype
void seq_callback(unsigned int time, fluid_event_t* event, fluid_sequencer_t* seq, void* data);
void createsynth()
{
fluid_settings_t* settings;
settings = new_fluid_settings();
fluid_settings_setint(settings, "synth.reverb.active", 0);
fluid_settings_setint(settings, "synth.chorus.active", 0);
synth = new_fluid_synth(settings);
adriver = new_fluid_audio_driver(settings, synth);
sequencer = new_fluid_sequencer2(0);
// register synth as first destination
synthSeqID = fluid_sequencer_register_fluidsynth(sequencer, synth);
// register myself as second destination
mySeqID = fluid_sequencer_register_client(sequencer, "me", seq_callback, NULL);
// the sequence duration, in ms
seqduration = 1000;
}
void deletesynth()
{
delete_fluid_sequencer(sequencer);
delete_fluid_audio_driver(adriver);
delete_fluid_synth(synth);
}
void loadsoundfont()
{
int fluid_res;
// put your own path here
fluid_res = fluid_synth_sfload(synth, "Inside:VintageDreamsWaves-v2.sf2", 1);
}
void sendnoteon(int chan, short key, unsigned int date)
{
int fluid_res;
fluid_event_t *evt = new_fluid_event();
fluid_event_set_source(evt, -1);
fluid_event_set_dest(evt, synthSeqID);
fluid_event_noteon(evt, chan, key, 127);
fluid_res = fluid_sequencer_send_at(sequencer, evt, date, 1);
delete_fluid_event(evt);
}
void schedule_next_callback()
{
int fluid_res;
// I want to be called back before the end of the next sequence
unsigned int callbackdate = now + seqduration/2;
fluid_event_t *evt = new_fluid_event();
fluid_event_set_source(evt, -1);
fluid_event_set_dest(evt, mySeqID);
fluid_event_timer(evt, NULL);
fluid_res = fluid_sequencer_send_at(sequencer, evt, callbackdate, 1);
delete_fluid_event(evt);
}
void schedule_next_sequence() {
// Called more or less before each sequence start
// the next sequence start date
now = now + seqduration;
// the sequence to play
// the beat : 2 beats per sequence
sendnoteon(0, 60, now + seqduration/2);
sendnoteon(0, 60, now + seqduration);
// melody
sendnoteon(1, 45, now + seqduration/10);
sendnoteon(1, 50, now + 4*seqduration/10);
sendnoteon(1, 55, now + 8*seqduration/10);
// so that we are called back early enough to schedule the next sequence
schedule_next_callback();
}
/* sequencer callback */
void seq_callback(unsigned int time, fluid_event_t* event, fluid_sequencer_t* seq, void* data) {
schedule_next_sequence();
}
int main(void) {
createsynth();
loadsoundfont();
// initialize our absolute date
now = fluid_sequencer_get_tick(sequencer);
schedule_next_sequence();
sleep(100000);
deletesynth();
return 0;
}
\endcode
\page Shell Shell interface
The shell interface allows you to send simple textual commands to the synthesizer, to parse a command file, or to read commands from the stdin or other input streams. To find the list of currently supported commands, type @c help in the fluidsynth command line shell. For a full list of available <strong>command line settings</strong>, please refer to the \ref settings_shell documentation.
\page Multi-channel Multi-channel audio rendering
FluidSynth is capable of rendering all audio and all effects from all MIDI channels to separate stereo buffers. Refer to the documentation of fluid_synth_process() and review the different use-cases in the example file for information on how to do that: \ref fluidsynth_process.c
The following chart illustrates how the voices (produced by MIDI NoteOns) are dispatched or mapped to their dry/effects audio buffers.
\htmlonly
<a href="FluidMixer.pdf">
<img src="FluidMixer.jpg" alt="FluidSynth Mixer Chart">
</a>
\endhtmlonly
\page synth-context Understanding the "synthesis context"
When reading through the functions exposed via our API, you will often read the note: "May or may not be called from synthesis context."
The reason for this is that some functions are intentionally not thread-safe. Or they require to be called from this context to behave correctly.
FluidSynth's rendering engine is implemented by using the "Dispatcher Thread Pattern". This means that a certain thread @c A which calls one of FluidSynth's rendering functions, namely
- fluid_synth_process()
- fluid_synth_nwrite_float()
- fluid_synth_write_float()
- fluid_synth_write_s16()
automatically becomes the "synthesis thread". The terms "synthesis context" and "synthesis thread" are equivalent. A few locations in our API provide hooks that allow you to interfere this "synthesis context". At those locations you can register your own custom functions that will always be called by thread @c A. For this use-case, the following functions are of interest:
- new_fluid_audio_driver2()
- fluid_player_set_playback_callback()
- fluid_sequencer_register_client()
\page Advanced Advanced features
The following features are not yet fully documented. Some information can be
found in the API reference and in the GitHub Wiki.
- Accessing low-level voice parameters
- Reverb settings
- Chorus settings
- Interpolation settings (set_gen, get_gen, NRPN)
- Voice overflow settings
- LADSPA effects unit
- MIDI tunings
/*!
\example example.c
Example producing short random music with FluidSynth

21
doc/usage/_overview.txt Normal file
View File

@ -0,0 +1,21 @@
/*!
\page UsageGuide Usage Guide
- \subpage CreatingSettings
- \subpage CreatingSynth
- \subpage LoadingSoundfonts
- \subpage CreatingAudioDriver
- \subpage UsingSynth
- \subpage SendingMIDI
- \subpage RealtimeMIDI
- \subpage MIDIPlayer
- \subpage FileRenderer
- \subpage MIDIPlayerMem
- \subpage MIDIRouter
- \subpage Sequencer
- \subpage Shell
- \subpage Multi-channel
- \subpage synth-context
- \subpage Advanced
*/

16
doc/usage/advanced.txt Normal file
View File

@ -0,0 +1,16 @@
/*!
\page Advanced Advanced features
The following features are not yet fully documented. Some information can be
found in the API reference and in the GitHub Wiki.
- Accessing low-level voice parameters
- Reverb settings
- Chorus settings
- Interpolation settings (set_gen, get_gen, NRPN)
- Voice overflow settings
- LADSPA effects unit
- MIDI tunings
*/

View File

@ -0,0 +1,82 @@
/*!
\page CreatingAudioDriver Creating the audio driver
The synthesizer itself does not write any audio to the audio output. This
allows application developers to manage the audio output themselves if they
wish. The next section describes the use of the synthesizer without an audio
driver in more detail.
Creating the audio driver is straightforward: set the
<code>audio.driver</code> settings and create the driver object. Because the
FluidSynth has support for several audio systems, you may want to change
which one you want to use. The list below shows the audio systems that are
currently supported. It displays the name, as used by the fluidsynth library,
and a description.
- jack: JACK Audio Connection Kit (Linux, Mac OS X, Windows)
- alsa: Advanced Linux Sound Architecture (Linux)
- oss: Open Sound System (Linux, Unix)
- pulseaudio: PulseAudio (Linux, Mac OS X, Windows)
- coreaudio: Apple CoreAudio (Mac OS X)
- dsound: Microsoft DirectSound (Windows)
- portaudio: PortAudio Library (Mac OS 9 & X, Windows, Linux)
- sndman: Apple SoundManager (Mac OS Classic)
- dart: DART sound driver (OS/2)
- opensles: OpenSL ES (Android)
- oboe: Oboe (Android)
- waveout: Microsoft WaveOut, alternative to DirectSound (Windows CE x86,
Windows Mobile 2003 for ARMv5, Windows 98 SE, Windows NT 4.0, Windows XP
and later)
- file: Driver to output audio to a file
- sdl2*: Simple DirectMedia Layer (Linux, Windows, Mac OS X, iOS, Android,
FreeBSD, Haiku, etc.)
The default audio driver depends on the settings with which FluidSynth was
compiled. You can get the default driver with
fluid_settings_getstr_default(). To get the list of available drivers use the
fluid_settings_foreach_option() function. Finally, you can set the driver
with fluid_settings_setstr(). In most cases, the default driver should work
out of the box.
Additional options that define the audio quality and latency are
"audio.sample-format", "audio.period-size", and "audio.periods". The details
are described later.
You create the audio driver with the new_fluid_audio_driver() function. This
function takes the settings and synthesizer object as arguments. For example:
\code
void init()
{
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_audio_driver_t* adriver;
settings = new_fluid_settings();
/* Set the synthesizer settings, if necessary */
synth = new_fluid_synth(settings);
fluid_settings_setstr(settings, "audio.driver", "jack");
adriver = new_fluid_audio_driver(settings, synth);
}
\endcode
As soon as the audio driver is created, it will start playing. The audio
driver creates a separate thread that uses the synthesizer object to generate
the audio.
There are a number of general audio driver settings. The audio.driver
settings define the audio subsystem that will be used. The audio.periods and
audio.period-size settings define the latency and robustness against
scheduling delays. There are additional settings for the audio subsystems
used. For a full list of available <strong>audio driver settings</strong>,
please refer to the \ref settings_audio documentation.
<strong>*Note:</strong> In order to use sdl2 as audio driver, the application
is responsible for initializing SDL (e.g. with SDL_Init()). This must be done
<strong>before</strong> the first call to <code>new_fluid_settings()</code>!
Also make sure to call SDL_Quit() after all fluidsynth instances have been
destroyed.
*/

View File

@ -0,0 +1,24 @@
/*!
\page CreatingSettings Creating and changing the settings
Before you can use the synthesizer, you have to create a settings object. The settings objects is used by many components of the FluidSynth library. It gives a unified API to set the parameters of the audio drivers, the midi drivers, the synthesizer, and so forth. A number of default settings are defined by the current implementation.
All settings have a name that follows the "dotted-name" notation. For example, "synth.polyphony" refers to the number of voices (polyphony) allocated by the synthesizer. The settings also have a type. There are currently three types: strings, numbers (double floats), and integers. You can change the values of a setting using the fluid_settings_setstr(), fluid_settings_setnum(), and fluid_settings_setint() functions. For example:
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
fluid_settings_t* settings = new_fluid_settings();
fluid_settings_setint(settings, "synth.polyphony", 128);
/* ... */
delete_fluid_settings(settings);
return 0;
}
\endcode
The API contains the functions to query the type, the current value, the default value, the range and the "hints" of a setting. The range is the minimum and maximum value of the setting. The hints gives additional information about a setting. For example, whether a string represents a filename. Or whether a number should be interpreted on on a logarithmic scale. Check the settings.h API documentation for a description of all functions.
*/

View File

@ -0,0 +1,29 @@
/*!
\page CreatingSynth Creating the synthesizer
To create the synthesizer, you pass it the settings object, as in the
following example:
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
fluid_settings_t* settings;
fluid_synth_t* synth;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
/* Do useful things here */
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
For a full list of available <strong>synthesizer settings</strong>, please
refer to the \ref settings_synth documentation.
*/

View File

@ -0,0 +1,60 @@
/*!
\page FileRenderer Fast file renderer for non-realtime MIDI file rendering
Instead of creating an audio driver as described in section \ref MIDIPlayer
one may chose to use the file renderer, which is the fastest way to
synthesize MIDI files.
\code
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_player_t* player;
fluid_file_renderer_t* renderer;
settings = new_fluid_settings();
// specify the file to store the audio to
// make sure you compiled fluidsynth with libsndfile to get a real wave file
// otherwise this file will only contain raw s16 stereo PCM
fluid_settings_setstr(settings, "audio.file.name", "/path/to/output.wav");
// use number of samples processed as timing source, rather than the system timer
fluid_settings_setstr(settings, "player.timing-source", "sample");
// since this is a non-realtime scenario, there is no need to pin the sample data
fluid_settings_setint(settings, "synth.lock-memory", 0);
synth = new_fluid_synth(settings);
// *** loading of a soundfont omitted ***
player = new_fluid_player(synth);
fluid_player_add(player, "/path/to/midifile.mid");
fluid_player_play(player);
renderer = new_fluid_file_renderer (synth);
while (fluid_player_get_status(player) == FLUID_PLAYER_PLAYING)
{
if (fluid_file_renderer_process_block(renderer) != FLUID_OK)
{
break;
}
}
// just for sure: stop the playback explicitly and wait until finished
fluid_player_stop(player);
fluid_player_join(player);
delete_fluid_file_renderer(renderer);
delete_fluid_player(player);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
\endcode
Various output files types are supported, if compiled with libsndfile. Those
can be specified via the \c settings object as well. Refer to the \ref
settings_audio documentation for more \c audio.file\.\* options.
*/

View File

@ -0,0 +1,34 @@
/*!
\page LoadingSoundfonts Loading and managing SoundFonts
Before any sound can be produced, the synthesizer needs a SoundFont.
SoundFonts are loaded with the fluid_synth_sfload() function. The function
takes the path to a SoundFont file and a boolean to indicate whether the
presets of the MIDI channels should be updated after the SoundFont is loaded.
When the boolean value is TRUE, all MIDI channel bank and program numbers
will be refreshed, which may cause new instruments to be selected from the
newly loaded SoundFont.
The synthesizer can load any number of SoundFonts. The loaded SoundFonts are
treated as a stack, where each new loaded SoundFont is placed at the top of
the stack. When selecting presets by bank and program numbers, SoundFonts are
searched beginning at the top of the stack. In the case where there are
presets in different SoundFonts with identical bank and program numbers, the
preset from the most recently loaded SoundFont is used. The
fluid_synth_program_select() can be used for unambiguously selecting a preset
or bank offsets could be applied to each SoundFont with
fluid_synth_set_bank_offset(), to try and ensure that each preset has unique
bank and program numbers.
The fluid_synth_sfload() function returns the unique identifier of the loaded
SoundFont, or -1 in case of an error. This identifier is used in subsequent
management functions: fluid_synth_sfunload() removes the SoundFont,
fluid_synth_sfreload() reloads the SoundFont. When a SoundFont is reloaded,
it retains it's ID and position on the SoundFont stack.
Additional API functions are provided to get the number of loaded SoundFonts
and to get a pointer to the SoundFont.
*/

View File

@ -0,0 +1,17 @@
/*!
\page UsingSynth Using the synthesizer without an audio driver
It is possible to use the synthesizer object without creating an audio
driver. This is desirable if the application using FluidSynth manages the
audio output itself. The synthesizer has several API functions that can be
used to obtain the audio output:
fluid_synth_write_s16() fills two buffers (left and right channel) with
samples coded as signed 16 bits (the endian-ness is machine dependent).
fluid_synth_write_float() fills a left and right audio buffer with 32 bits
floating point samples. The function fluid_synth_process() is the generic
interface for synthesizing audio, which is also capable of multi channel
audio output.
*/

55
doc/usage/midi_player.txt Normal file
View File

@ -0,0 +1,55 @@
/*!
\page MIDIPlayer Loading and playing a MIDI file
FluidSynth can be used to play MIDI files, using the MIDI File Player
interface. It follows a high level implementation, though its implementation
is currently incomplete. After initializing the synthesizer, create the
player passing the synth instance to new_fluid_player(). Then, you can add
some SMF file names to the player using fluid_player_add(), and finally call
fluid_player_play() to start the playback. You can check if the player has
finished by calling fluid_player_get_status(), or wait for the player to
terminate using fluid_player_join().
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
int i;
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_player_t* player;
fluid_audio_driver_t* adriver;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
player = new_fluid_player(synth);
/* process command line arguments */
for (i = 1; i < argc; i++) {
if (fluid_is_soundfont(argv[i])) {
fluid_synth_sfload(synth, argv[1], 1);
}
if (fluid_is_midifile(argv[i])) {
fluid_player_add(player, argv[i]);
}
}
/* start the synthesizer thread */
adriver = new_fluid_audio_driver(settings, synth);
/* play the midi files, if any */
fluid_player_play(player);
/* wait for playback termination */
fluid_player_join(player);
/* cleanup */
delete_fluid_audio_driver(adriver);
delete_fluid_player(player);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
A list of available <strong>MIDI player settings</strong> can be found in the
\ref settings_player documentation.
*/

View File

@ -0,0 +1,64 @@
/*!
\page MIDIPlayerMem Playing a MIDI file from memory
FluidSynth can be also play MIDI files directly from a buffer in memory. If
you need to play a file from a stream (such as stdin, a network, or a
high-level file interface), you can load the entire file into a buffer first,
and then use this approach. Use the same technique as above, but rather than
calling fluid_player_add(), load it into memory and call
fluid_player_add_mem() instead. Once you have passed a buffer to
fluid_player_add_mem(), it is copied, so you may use it again or free it
immediately (it is your responsibility to free it if you allocated it).
\code
#include <stdlib.h>
#include <string.h>
#include <fluidsynth.h>
/* An example midi file */
const char MIDIFILE[] = {
0x4d, 0x54, 0x68, 0x64, 0x00, 0x00, 0x00, 0x06,
0x00, 0x01, 0x00, 0x01, 0x01, 0xe0, 0x4d, 0x54,
0x72, 0x6b, 0x00, 0x00, 0x00, 0x20, 0x00, 0x90,
0x3c, 0x64, 0x87, 0x40, 0x80, 0x3c, 0x7f, 0x00,
0x90, 0x43, 0x64, 0x87, 0x40, 0x80, 0x43, 0x7f,
0x00, 0x90, 0x48, 0x64, 0x87, 0x40, 0x80, 0x48,
0x7f, 0x83, 0x60, 0xff, 0x2f, 0x00
};
int main(int argc, char** argv)
{
int i;
void* buffer;
size_t buffer_len;
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_player_t* player;
fluid_audio_driver_t* adriver;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
player = new_fluid_player(synth);
adriver = new_fluid_audio_driver(settings, synth);
/* process command line arguments */
for (i = 1; i < argc; i++) {
if (fluid_is_soundfont(argv[i])) {
fluid_synth_sfload(synth, argv[1], 1);
}
}
/* queue up the in-memory midi file */
fluid_player_add_mem(player, MIDIFILE, sizeof(MIDIFILE));
/* play the midi file */
fluid_player_play(player);
/* wait for playback termination */
fluid_player_join(player);
/* cleanup */
delete_fluid_audio_driver(adriver);
delete_fluid_player(player);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
*/

76
doc/usage/midi_router.txt Normal file
View File

@ -0,0 +1,76 @@
/*!
\page MIDIRouter Real-time MIDI router
The MIDI router is one more processing layer directly behind the MIDI input.
It processes incoming MIDI events and generates control events for the synth.
It can be used to filter or modify events prior to sending them to the
synthesizer. When created, the MIDI router is transparent and simply passes
all MIDI events. Router "rules" must be added to actually make use of its
capabilities.
Some examples of MIDI router usage:
- Filter messages (Example: Pass sustain pedal CCs only to selected channels)
- Split the keyboard (Example: noteon with notenr < x: to ch 1, >x to ch 2)
- Layer sounds (Example: for each noteon received on ch 1, create a noteon on
ch1, ch2, ch3,...)
- Velocity scaling (Example: for each noteon event, scale the velocity by
1.27)
- Velocity switching (Example: v <= 100: "Angel Choir"; v > 100: "Hell's
Bells")
- Get rid of aftertouch
The MIDI driver API has a clean separation between the midi thread and the
synthesizer. That opens the door to add a midi router module.
MIDI events coming from the MIDI player do not pass through the MIDI router.
\code
#include <fluidsynth.h>
int main(int argc, char** argv)
{
fluid_settings_t* settings;
fluid_synth_t* synth;
fluid_midi_router_t* router;
fluid_midi_router_rule_t* rule;
settings = new_fluid_settings();
synth = new_fluid_synth(settings);
/* Create the MIDI router and pass events to the synthesizer */
router = new_fluid_midi_router (settings, fluid_synth_handle_midi_event, synth);
/* Clear default rules */
fluid_midi_router_clear_rules (router);
/* Add rule to map all notes < MIDI note #60 on any channel to channel 4 */
rule = new_fluid_midi_router_rule ();
fluid_midi_router_rule_set_chan (rule, 0, 15, 0.0, 4); /* Map all to channel 4 */
fluid_midi_router_rule_set_param1 (rule, 0, 59, 1.0, 0); /* Match notes < 60 */
fluid_midi_router_add_rule (router, rule, FLUID_MIDI_ROUTER_RULE_NOTE);
/* Add rule to map all notes >= MIDI note #60 on any channel to channel 5 */
rule = new_fluid_midi_router_rule ();
fluid_midi_router_rule_set_chan (rule, 0, 15, 0.0, 5); /* Map all to channel 5 */
fluid_midi_router_rule_set_param1 (rule, 60, 127, 1.0, 0); /* Match notes >= 60 */
fluid_midi_router_add_rule (router, rule, FLUID_MIDI_ROUTER_RULE_NOTE);
/* Add rule to reverse direction of pitch bender on channel 7 */
rule = new_fluid_midi_router_rule ();
fluid_midi_router_rule_set_chan (rule, 7, 7, 1.0, 0); /* Match channel 7 only */
fluid_midi_router_rule_set_param1 (rule, 0, 16383, -1.0, 16383); /* Reverse pitch bender */
fluid_midi_router_add_rule (router, rule, FLUID_MIDI_ROUTER_RULE_PITCH_BEND);
/* ... Create audio driver, process events, etc ... */
/* cleanup */
delete_fluid_midi_router(router);
delete_fluid_synth(synth);
delete_fluid_settings(settings);
return 0;
}
\endcode
*/

View File

@ -0,0 +1,19 @@
/*!
\page Multi-channel Multi-channel audio rendering
FluidSynth is capable of rendering all audio and all effects from all MIDI
channels to separate stereo buffers. Refer to the documentation of
fluid_synth_process() and review the different use-cases in the example file
for information on how to do that: \ref fluidsynth_process.c
The following chart illustrates how the voices (produced by MIDI NoteOns) are
dispatched or mapped to their dry/effects audio buffers.
\htmlonly
<a href="FluidMixer.pdf">
<img src="FluidMixer.jpg" alt="FluidSynth Mixer Chart">
</a>
\endhtmlonly
*/

View File

@ -0,0 +1,47 @@
/*!
\page RealtimeMIDI Creating a real-time MIDI driver
FluidSynth can process real-time MIDI events received from hardware MIDI
ports or other applications. To do so, the client must create a MIDI input
driver. It is a very similar process to the creation of the audio driver: you
initialize some properties in a settings instance and call the
new_fluid_midi_driver() function providing a callback function that will be
invoked when a MIDI event is received. The following MIDI drivers are
currently supported:
- jack: JACK Audio Connection Kit MIDI driver (Linux, Mac OS X)
- oss: Open Sound System raw MIDI (Linux, Unix)
- alsa_raw: ALSA raw MIDI interface (Linux)
- alsa_seq: ALSA sequencer MIDI interface (Linux)
- winmidi: Microsoft Windows MM System (Windows)
- midishare: MIDI Share (Linux, Mac OS X)
- coremidi: Apple CoreMIDI (Mac OS X)
\code
#include <fluidsynth.h>
int handle_midi_event(void* data, fluid_midi_event_t* event)
{
printf("event type: %d\n", fluid_midi_event_get_type(event));
}
int main(int argc, char** argv)
{
fluid_settings_t* settings;
fluid_midi_driver_t* mdriver;
settings = new_fluid_settings();
mdriver = new_fluid_midi_driver(settings, handle_midi_event, NULL);
/* ... */
delete_fluid_midi_driver(mdriver);
return 0;
}
\endcode
There are a number of general MIDI driver settings. The midi.driver setting
defines the MIDI subsystem that will be used. There are additional settings
for the MIDI subsystems used. For a full list of available
<strong>midi driver settings</strong>, please refer to the \ref settings_midi
documentation.
*/

View File

@ -0,0 +1,53 @@
/*!
\page SendingMIDI Sending MIDI events
Once the synthesizer is up and running and a SoundFont is loaded, most people
will want to do something useful with it. Make noise, for example. MIDI
messages can be sent using the fluid_synth_noteon(), fluid_synth_noteoff(),
fluid_synth_cc(), fluid_synth_pitch_bend(), fluid_synth_pitch_wheel_sens(),
and fluid_synth_program_change() functions. For convenience, there's also a
fluid_synth_bank_select() function (the bank select message is normally sent
using a control change message).
The following example show a generic graphical button that plays a note when
clicked:
\code
class SoundButton : public SomeButton
{
public:
SoundButton() : SomeButton() {
if (!_synth) {
initSynth();
}
}
static void initSynth() {
_settings = new_fluid_settings();
_synth = new_fluid_synth(_settings);
_adriver = new_fluid_audio_driver(_settings, _synth);
}
/* ... */
virtual int handleMouseDown(int x, int y) {
/* Play a note on key 60 with velocity 100 on MIDI channel 0 */
fluid_synth_noteon(_synth, 0, 60, 100);
}
virtual int handleMouseUp(int x, int y) {
/* Release the note on key 60 */
fluid_synth_noteoff(_synth, 0, 60);
}
protected:
static fluid_settings_t* _settings;
static fluid_synth_t* _synth;
static fluid_audio_driver_t* _adriver;
};
\endcode
*/

142
doc/usage/sequencer.txt Normal file
View File

@ -0,0 +1,142 @@
/*!
\page Sequencer Using the MIDI sequencer
FluidSynth's sequencer can be used to play MIDI events in a more flexible way
than using the MIDI file player, which expects the events to be stored as
Standard MIDI Files. Using the sequencer, you can provide the events one by
one, with an optional timestamp for scheduling.
The client program should first initialize the sequencer instance using the
function new_fluid_sequencer2(). There is a complementary function
delete_fluid_sequencer() to delete it. After creating the sequencer instance,
the destinations can be registered using
fluid_sequencer_register_fluidsynth() for the synthesizer destination, and
optionally using fluid_sequencer_register_client() for the client destination
providing a suitable callback function. It can be unregistered using
fluid_sequencer_unregister_client(). After the initialization, events can be
sent with fluid_sequencer_send_now() and scheduled to the future with
fluid_sequencer_send_at(). The registration functions return identifiers,
that can be used as destinations of an event using fluid_event_set_dest().
The function fluid_sequencer_get_tick() returns the current playing position.
A program may choose a new timescale in milliseconds using
fluid_sequencer_set_time_scale().
The following example uses the fluidsynth sequencer to implement a sort of
music box. FluidSynth internal clock is used to schedule repetitive sequences
of notes. The next sequence is scheduled on advance before the end of the
current one, using a timer event that triggers a callback function. The
scheduling times are always absolute values, to avoid slippage.
\code
#include "fluidsynth.h"
fluid_synth_t* synth;
fluid_audio_driver_t* adriver;
fluid_sequencer_t* sequencer;
short synthSeqID, mySeqID;
unsigned int now;
unsigned int seqduration;
// prototype
void seq_callback(unsigned int time, fluid_event_t* event, fluid_sequencer_t* seq, void* data);
void createsynth()
{
fluid_settings_t* settings;
settings = new_fluid_settings();
fluid_settings_setint(settings, "synth.reverb.active", 0);
fluid_settings_setint(settings, "synth.chorus.active", 0);
synth = new_fluid_synth(settings);
adriver = new_fluid_audio_driver(settings, synth);
sequencer = new_fluid_sequencer2(0);
// register synth as first destination
synthSeqID = fluid_sequencer_register_fluidsynth(sequencer, synth);
// register myself as second destination
mySeqID = fluid_sequencer_register_client(sequencer, "me", seq_callback, NULL);
// the sequence duration, in ms
seqduration = 1000;
}
void deletesynth()
{
delete_fluid_sequencer(sequencer);
delete_fluid_audio_driver(adriver);
delete_fluid_synth(synth);
}
void loadsoundfont()
{
int fluid_res;
// put your own path here
fluid_res = fluid_synth_sfload(synth, "Inside:VintageDreamsWaves-v2.sf2", 1);
}
void sendnoteon(int chan, short key, unsigned int date)
{
int fluid_res;
fluid_event_t *evt = new_fluid_event();
fluid_event_set_source(evt, -1);
fluid_event_set_dest(evt, synthSeqID);
fluid_event_noteon(evt, chan, key, 127);
fluid_res = fluid_sequencer_send_at(sequencer, evt, date, 1);
delete_fluid_event(evt);
}
void schedule_next_callback()
{
int fluid_res;
// I want to be called back before the end of the next sequence
unsigned int callbackdate = now + seqduration/2;
fluid_event_t *evt = new_fluid_event();
fluid_event_set_source(evt, -1);
fluid_event_set_dest(evt, mySeqID);
fluid_event_timer(evt, NULL);
fluid_res = fluid_sequencer_send_at(sequencer, evt, callbackdate, 1);
delete_fluid_event(evt);
}
void schedule_next_sequence() {
// Called more or less before each sequence start
// the next sequence start date
now = now + seqduration;
// the sequence to play
// the beat : 2 beats per sequence
sendnoteon(0, 60, now + seqduration/2);
sendnoteon(0, 60, now + seqduration);
// melody
sendnoteon(1, 45, now + seqduration/10);
sendnoteon(1, 50, now + 4*seqduration/10);
sendnoteon(1, 55, now + 8*seqduration/10);
// so that we are called back early enough to schedule the next sequence
schedule_next_callback();
}
/* sequencer callback */
void seq_callback(unsigned int time, fluid_event_t* event, fluid_sequencer_t* seq, void* data) {
schedule_next_sequence();
}
int main(void) {
createsynth();
loadsoundfont();
// initialize our absolute date
now = fluid_sequencer_get_tick(sequencer);
schedule_next_sequence();
sleep(100000);
deletesynth();
return 0;
}
\endcode
*/

12
doc/usage/shell.txt Normal file
View File

@ -0,0 +1,12 @@
/*!
\page Shell Shell interface
The shell interface allows you to send simple textual commands to the
synthesizer, to parse a command file, or to read commands from the stdin or
other input streams. To find the list of currently supported commands, type
@c help in the fluidsynth command line shell. For a full list of available
<strong>command line settings</strong>, please refer to the \ref
settings_shell documentation.
*/

View File

@ -0,0 +1,22 @@
/*!
\page synth-context Understanding the "synthesis context"
When reading through the functions exposed via our API, you will often read the note: "May or may not be called from synthesis context."
The reason for this is that some functions are intentionally not thread-safe. Or they require to be called from this context to behave correctly.
FluidSynth's rendering engine is implemented by using the "Dispatcher Thread Pattern". This means that a certain thread @c A which calls one of FluidSynth's rendering functions, namely
- fluid_synth_process()
- fluid_synth_nwrite_float()
- fluid_synth_write_float()
- fluid_synth_write_s16()
automatically becomes the "synthesis thread". The terms "synthesis context" and "synthesis thread" are equivalent. A few locations in our API provide hooks that allow you to interfere this "synthesis context". At those locations you can register your own custom functions that will always be called by thread @c A. For this use-case, the following functions are of interest:
- new_fluid_audio_driver2()
- fluid_player_set_playback_callback()
- fluid_sequencer_register_client()
*/