fluidsynth/fluidsynth
2017-07-15 18:12:17 +02:00
..
bindings fluidmax: Fix compilation failure 2012-11-18 09:30:46 +00:00
cmake_admin use cmakes native Thread module to find pthreads 2017-07-01 23:53:47 +02:00
doc enable doxygen search 2017-07-03 19:31:02 +02:00
include file renderer: Add encoding quality API 2014-11-05 13:26:19 +01:00
src proper indentation 2017-07-15 18:12:17 +02:00
acinclude.m4 Release 1.0.8. Minor changes to build system to fix dist target. New 2007-11-17 21:55:22 +00:00
AUTHORS Credit Matt Giuca in AUTHORS file 2012-07-30 07:14:53 +00:00
autogen.sh Reverted (wrong) changes in autogen.sh for MacOSX. 2009-01-10 19:01:20 +00:00
ChangeLog Update ChangeLog documentation 2010-08-31 02:54:58 +00:00
CMakeLists.txt use cmakes native Thread module to find pthreads 2017-07-01 23:53:47 +02:00
configure.ac Add IPv6 support to socket APIs 2014-07-04 12:48:08 +02:00
COPYING Update Free Software Foundation name and address (closes ticket #99) 2011-08-15 12:57:10 +00:00
fluidsynth.anjuta glib is now a dependency, lots of platform specific code moved to glib, implemented initial WIN32 TCP socket code (not tested). 2009-04-27 19:13:49 +00:00
fluidsynth.pc.in
fluidsynth.spec.in Updates to doc/ building and a new RPM spec file. 2003-08-26 00:06:49 +00:00
INSTALL Add d-bus support to CMake build system, and add howto to README.cmake. (Thanks, plcl!) 2010-06-25 11:12:49 +00:00
install-sh
Makefile.am Move old macbuild dir to unused (used for MacOS9 only) 2010-08-10 18:16:15 +00:00
missing
mkinstalldirs
NEWS
README
README-OSX CMake and OSX build documentation updated. Thanks to Ebrahim Mayat 2010-08-11 15:31:34 +00:00
README.cmake link to Doxygen project page 2010-12-04 09:16:14 +00:00
THANKS Added credit to Sven Meier 2010-08-25 20:58:46 +00:00
TODO Documentation updates, optimizations in audio drivers for non user 2006-12-10 16:02:04 +00:00

Introduction
============

FluidSynth is a software real-time synthesizer based on the
Soundfont 2 specifications.

FluidSynth reads and handles MIDI events from the MIDI input
device. It is the software analogue of a MIDI synthesizer. FluidSynth
can also play midifiles using a Soundfont.


Information on the web
======================

The place to look if you are looking for the latest information on
FluidSynth is the web site at http://www.fluidsynth.org/.


Why did we do it
================

The synthesizer grew out of a project, started by Samuel Bianchini and
Peter Hanappe, and later joined by Johnathan Lee, that aimed at
developing a networked multi-user game.

Sound (and music) was considered a very important part of the game. In
addition, users had to be able to extend the game with their own
sounds and images. Johnathan Lee proposed to use the Soundfont
standard combined with an intelligent use of midifiles. The arguments
were:

- Wave table synthesis is low on CPU usage, it is intuitive and it can
  produce rich sounds

- Hardware acceleration is possible if the user owns a Soundfont
  compatible soundcard (important for games!)

- MIDI files are small and Soundfont2 files can be made small thru the
  intelligent use of loops and wavetables. Together, they are easier to
  downloaded than MP3 or audio files.

- Graphical editors are available for both file format: various
  Soundfont editors are available on PC and on Linux (Smurf!), and
  MIDI sequencers are available on all platforms.

It seemed like a good combination to use for an (online) game. 

In order to make Soundfonts available on all platforms (Linux, Mac,
and Windows) and for all sound cards, we needed a software Soundfont
synthesizer. That is why we developed FluidSynth.



Design decisions
================

The synthesizer was designed to be as self-contained as possible for
several reasons:

- It had to be multi-platform (Linux, MacOS, Win32). It was therefore
  important that the code didn't rely on any platform specific
  library.

- It had to be easy to integrate the synthesizer modules in various
  environements, as a plugin or as a dynamically loadable object. I
  wanted to make the synthesizer available as a plugin (jMax, LADSPA,
  Xmms, WinAmp, Director, ...); develop language bindings (Python,
  Java, Perl, ...); and integrate it into (game) frameworks (Crystal
  Space, SDL, ...). For these reasons I've decided it would be easiest
  if the project stayed very focussed on it's goal (a Soundfont
  synthesizer), stayed small (ideally one file) and didn't dependent
  on external code.


Links
=====

Home Page

- http://www.fluidsynth.org

Documentation

- Introduction to SoundFonts, by Josh Green,
  http://smurf.sourceforge.net/sfont_intro.php

- Soundfont2 Documentation, http://www.emu.com/download/sfspec21.pdf (if
  it moved, do a search on sfspec21.pdf).

- Soundfont.com FAQ, http://www.soundfont.com/faqs.html

- The MIDI Manufacturers Association has a standard called "Downloadable
  Sounds (DLS)" that closely ressembles the Soundfont Specifications,
  http://www.midi.org/about-midi/dls/abtdls.htm


Software SoundFont Synthesizers:

- LiveSynth Pro DXi and Crescendo from LiveUpdate (Win),
http://www.livesynth.com/lspro.html

- Unity DS-1 from Bitheadz (Win & Mac), http://www.bitheadz.com/

- QuickTime 5 from Apple (Win & Mac), http://www.apple.com/quicktime/

- Logic from eMagic, http://www.emagic.de


Soundfont Editors

- Smurf Soundfont Editor by Josh Green (Linux), http://smurf.sourceforge.net

- Vienna SoundFont Editor from Creative Labs (Win),
http://www.soundblaster.com/goodies/vienna

- Alive Soundfont Editor by Soundfaction (Win),
http://www.soundfaction.com/alive/index.htm


Conversion Tools

- CDxtract from CDxtract  (Win), http://www.cdxtract.com

- ReCycle from Propellerhead Software (Win & Mac),
http://www.propellerheads.se/products/recycle/

- Translator from Rubber Chicken Software (Win & Mac),
http://www.chickensys.com/translator


Soundfont Databases

- HammerSound, http://www.hammersound.net