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https://github.com/ZDoom/fluidsynth.git
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update API doc of fluid_synth_process() and add usage example
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8 changed files with 192 additions and 30 deletions
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@ -122,7 +122,7 @@ HTML_OUTPUT = html
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HTML_FILE_EXTENSION = .html
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HTML_HEADER =
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HTML_FOOTER =
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HTML_STYLESHEET =
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HTML_EXTRA_STYLESHEET = ..doc/doxy_formula.css
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HTML_ALIGN_MEMBERS = YES
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HTML_EXTRA_FILES = ../doc/fluidsettings.xml ../doc/fluidsettings.xsl
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GENERATE_HTMLHELP = NO
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@ -122,7 +122,7 @@ HTML_OUTPUT = html
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HTML_FILE_EXTENSION = .html
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HTML_HEADER =
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HTML_FOOTER =
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HTML_STYLESHEET =
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HTML_EXTRA_STYLESHEET = @CMAKE_SOURCE_DIR@/doc/doxy_formula.css
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HTML_ALIGN_MEMBERS = YES
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HTML_EXTRA_FILES = @CMAKE_SOURCE_DIR@/doc/fluidsettings.xml @CMAKE_SOURCE_DIR@/doc/fluidsettings.xsl
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GENERATE_HTMLHELP = NO
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12
doc/doxy_formula.css
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12
doc/doxy_formula.css
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@ -0,0 +1,12 @@
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code {
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background-color: #eeeeee;
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text-shadow: none;
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color: black;
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margin-left: 4px;
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margin-right: 4px;
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padding-left: 4px;
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padding-right: 4px;
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border-radius: 3px;
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white-space: nowrap;
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}
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@ -892,3 +892,8 @@ Example of how to register audio drivers using fluid_audio_driver_register() (ad
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\example fluidsynth_sfload_mem.c
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Example of how read a soundfont from memory (advanced users only)
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*/
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/*!
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\example fluidsynth_process.c
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Usage examples of how to render audio using fluid_synth_process() (advanced users only)
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*/
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105
doc/fluidsynth_process.c
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105
doc/fluidsynth_process.c
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@ -0,0 +1,105 @@
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/*
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* This is a C99 program that outlines different usage examples for fluid_synth_process()
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*/
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#include <stdio.h>
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#include <string.h>
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#include <fluidsynth.h>
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int main()
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{
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// any arbitrary number of audio samples to render during on call of fluid_synth_process()
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enum { SAMPLES = 512 };
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// ...creation of synth omitted...
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// USECASE1: render all dry audio channels + reverb and chorus to one stereo channel
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{
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// planar sample buffers that received synthesized (monophonic) audio
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float left[SAMPLES], right[SAMPLES];
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// array of buffers used to setup channel mapping
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float *dry[1*2], *fx[1*2];
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// first make sure to zero out the sample buffers
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memset(left, 0, sizeof(left1));
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memset(right, 0, sizeof(right1));
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// setup channel mapping for a single stereo channel to which to render all dry audio to
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dry[0] = left;
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dry[1] = right;
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// setup channel mapping for a single effects channel to which to render reverb and chorus to
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// just using the same sample buffers as for dry audio is fine here, will cause the effects to be mixed with dry output
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fx[0] = left;
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fx[1] = right;
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int err = fluid_synth_process(synth, SAMPLES, 2, fx, 2, dry);
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if(err == FLUID_FAILED)
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puts(„oops“);
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// USECASE2: only render dry audio and discard effects
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// same as above, but call fluid_synth_process() like:
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int err = fluid_synth_process(synth, SAMPLES, 0, NULL, 2, dry);
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if(err == FLUID_FAILED)
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puts(„oops“);
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}
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// USECASE3: render audio and discard all samples
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{
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int err = fluid_synth_process(synth, SAMPLES, 0, NULL, 0, NULL);
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if(err == FLUID_FAILED)
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puts(„oops“);
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}
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// USECASE4: multi-channel rendering, i.e. render all audio and effects channels to dedicated audio buffers
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// ofc it‘s not a good idea to allocate all the arrays on the stack
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{
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// lookup number of audio and effect (stereo-)channels of the synth
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// see „synth.audio-channels“ and „synth.effects-channels“ settings respectively
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int n_aud_chan = fluid_synth_count_audio_channels(synth);
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int n_fx_chan = fluid_synth_count_effects_channels(synth);
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// allocate one single sample buffer
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float samp_buf[SAMPLES * (n_aud_chan + n_fx_chan) * 2];
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// array of buffers used to setup channel mapping
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float *dry[n_aud_chan * 2], *fx[n_fx_chan * 2];
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// setup buffers to mix dry stereo audio to
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// buffers are alternating left and right for each audio channel, i.e.:
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// dry[0] = first audio channel left
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// dry[1] = first audio channel right
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// dry[2] = second audio channel left
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// ...
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// dry[i*2 + 0] = i‘th audio channel left
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// dry[i*2 + 1] = i‘th audio channel right
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for(int i=0; i<n_aud_chan*2; i++)
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{
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dry[i] = &samp_buf[i * SAMPLES];
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}
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// setup buffers to mix effects stereo audio to
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// similar channel layout as above, but currently special as there are only 2 hardcoded effects channels:
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// fx[0] = global reverb channel left
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// fx[1] = global reverb channel right
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// fx[2] = global chorus channel left
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// fx[3] = global chorus channel right
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for(int i=0; i<n_fx_chan*2; i++)
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{
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fx[i] = &samp_buf[n_aud_chan*2*SAMPLES + i * SAMPLES];
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}
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// dont forget to zero sample buffer(s) before each rendering
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memset(samp_buf, 0, sizeof(samp_buf));
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int err = fluid_synth_process(synth, SAMPLES, n_fx_chan*2, fx, n_aud_chan*2, dry);
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if(err == FLUID_FAILED)
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puts(„oops“);
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}
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return 0;
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}
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@ -41,19 +41,20 @@ extern "C" {
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/**
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* Callback function type used with new_fluid_audio_driver2() to allow for
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* custom user audio processing before the audio is sent to the driver. This
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* function is responsible for rendering the audio to the buffers.
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* custom user audio processing before the audio is sent to the driver. This
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* function is responsible for rendering the audio to the buffers. For details
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* please refer to fluid_synth_process().
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* @param data The user data parameter as passed to new_fluid_audio_driver2().
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* @param len Length of the audio in frames.
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* @param nin Count of buffers in 'in'
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* @param in Not used currently
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* @param nout Count of arrays in 'out' (i.e., channel count)
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* @param out Output buffers, one for each channel
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* @return Should return 0 on success, non-zero if an error occured.
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* @param len Count of audio frames to synthesize.
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* @param nfx Count of arrays in \c fx.
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* @param fx Array of buffers to store effects audio to. Buffers may alias with buffers of \c out.
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* @param nout Count of arrays in \c out.
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* @param out Array of buffers to store (dry) audio to. Buffers may alias with buffers of \c fx.
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* @return Should return #FLUID_OK on success, #FLUID_FAILED if an error occured.
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*/
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typedef int (*fluid_audio_func_t)(void* data, int len,
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int nin, float** in,
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int nout, float** out);
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int nfx, float* fx[],
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int nout, float* out[]);
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FLUIDSYNTH_API fluid_audio_driver_t* new_fluid_audio_driver(fluid_settings_t* settings,
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fluid_synth_t* synth);
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@ -276,8 +276,8 @@ FLUIDSYNTH_API int fluid_synth_nwrite_float(fluid_synth_t* synth, int len,
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float** left, float** right,
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float** fx_left, float** fx_right);
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FLUIDSYNTH_API int fluid_synth_process(fluid_synth_t* synth, int len,
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int nin, float** in,
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int nout, float** out);
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int nfx, float* fx[],
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int nout, float* out[]);
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/* Synthesizer's interface to handle SoundFont loaders */
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@ -2845,7 +2845,7 @@ fluid_synth_program_reset(fluid_synth_t* synth)
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* @note Should only be called from synthesis thread.
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*
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* Usage example:
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* @code
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* @code{.cpp}
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const int FramesToRender = 64;
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int channels;
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// retrieve number of stereo audio channels
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}
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/**
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* Synthesize floating point audio to audio buffers.
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* @param synth FluidSynth instance
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* @param len Count of audio frames to synthesize
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* @param nin Ignored
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* @param in Ignored
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* @param nout Count of arrays in 'out'
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* @param out Array of arrays to store audio to
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* @return #FLUID_OK on success, #FLUID_FAILED otherwise
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* @brief Synthesize floating point audio to planar audio buffers.
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*
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* This function implements the default interface defined in fluidsynth/audio.h.
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*
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* Synthesize and <strong>mix</strong> audio to a given number of stereo audio channels.
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* Therefore pass <code>nout = i*2</code> float buffers to \p out in order to render
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* the synthesized audio to \p i stereo channels. Each float buffer must be
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* able to hold \p len elements.
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*
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* \p out contains an array of planar buffers for normal, dry, stereo
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* audio (alternating left and right). Like:
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@code{.cpp}
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out[0] = left_buffer_channel_1
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out[1] = right_buffer_channel_1
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out[2] = left_buffer_channel_2
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out[3] = right_buffer_channel_2
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...
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out[ (i-1) * 2 + 0 ] = left_buffer_channel_i
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out[ (i-1) * 2 + 1 ] = right_buffer_channel_i
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@endcode
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*
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* for one-based channel index \p i.
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* Same buffer layout is used for \p fx for storing effects
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* like reverb and chorus audio.
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* This function implements the default interface #fluid_audio_func_t.
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*
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* @param synth FluidSynth instance
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* @param len Count of audio frames to synthesize.
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* @param nfx Count of arrays in \c fx. Must be a multiple of 2 (because of stereo)
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* and in the range <code>0 <= nfx/2 <= fluid_synth_count_effects_channels()</code>.
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* @param fx Array of buffers to store effects audio to. Buffers may
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alias with buffers of \c out.
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* @param nout Count of arrays in \c out. Must be a multiple of 2
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(because of stereo) and in the range <code>0 <= nout/2 <= fluid_synth_count_audio_channels()</code>.
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* @param out Array of buffers to store (dry) audio to. Buffers may
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alias with buffers of \c fx.
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* @return #FLUID_OK on success, #FLUID_FAILED otherwise.
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*
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* @parblock
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* @note Make sure to zero out the sample buffers before calling this
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* function as any synthesized audio is mixed (i.e. added) to the buffers.
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* @endparblock
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*
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* @parblock
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* @note No matter how many buffers you pass in, fluid_synth_process()
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* will always render all fluid_synth_count_audio_channels() to the
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* buffers in \c out and all fluid_synth_count_effects_channels() to the
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* buffers in \c fx, provided that <code>nout > 0</code> and <code>nfx > 0</code> respectively. If
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* <code>nout/2 < fluid_synth_count_audio_channels()</code> it will wrap around. Same
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* is true for effects audio if <code>nfx/2 < fluid_synth_count_effects_channels()</code>.
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* See usage examples below.
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* @endparblock
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*
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* @parblock
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* @note Should only be called from synthesis thread.
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*/
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/*
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* FIXME: Currently if nout != 2 memory allocation will occur!
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* @endparblock
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*/
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int
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fluid_synth_process(fluid_synth_t* synth, int len, int nin, float** in,
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int nout, float** out)
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fluid_synth_process(fluid_synth_t* synth, int len, int nfx, float* fx[],
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int nout, float* out[])
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{
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if (nout==2) {
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return fluid_synth_write_float(synth, len, out[0], 0, 1, out[1], 0, 1);
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