Software synthesizer based on the SoundFont 2 specifications
Find a file
derselbst e797853b2b refactor fluid_settings API
consistently return either FLUID_OK or FLUID_FAILED for public fluid_settings_* functions
2017-09-20 14:27:36 +02:00
bindings remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
cmake_admin remove deprecated autotools build system 2017-09-15 11:29:57 +02:00
doc remove unimplemented "synth.dump" setting 2017-09-19 16:45:38 +02:00
include refactor fluid_settings API 2017-09-20 14:27:36 +02:00
src refactor fluid_settings API 2017-09-20 14:27:36 +02:00
.travis.yml fix travis build 2017-09-03 16:07:12 +02:00
AUTHORS Merge branch 'poly-pressure' of https://github.com/mawe42/fluidsynth into mawe42-poly-pressure 2017-09-10 13:59:07 +02:00
ChangeLog remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
CMakeLists.txt cmake: fix "tarball" target 2017-09-17 17:50:09 +02:00
fluidsynth.pc.in remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
fluidsynth.spec.in remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
INSTALL update INSTALL 2017-09-15 11:32:37 +02:00
LICENSE move README and LICENSE to top-level dir 2017-07-27 12:11:26 +02:00
NEWS remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
README-OSX remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
README.cmake remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
README.md add travis badge to readme 2017-08-10 23:20:17 +02:00
THANKS remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00
TODO remove fop-level "fluidsynth" directory node 2017-09-03 13:30:26 +02:00

Build Status

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

Documentation

Software SoundFont Synthesizers:

Soundfont Editors

Conversion Tools

Soundfont Databases