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https://github.com/ZDoom/fluidsynth.git
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105 lines
3.7 KiB
C
105 lines
3.7 KiB
C
/*
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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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