On Mon, Apr 21, 2008 at 3:20 AM, Miguel Lobo <
address@hidden> wrote:
> Sorry again, I did not try compiling with the debug log disabled. It should
> work now.
>
> It's important to keep the intended purpose of GleamCore as simple and easy
> to understand as possible (and reasonable), so I think a feature like your
> propose would be better implemented outside GleamCore. For example, in the
> playmidi example, you have this code:
>
> /* add a condition sync event so we know when all events have been
> played */
> GleamConditionSyncEvent&
> endEvent(events.addType<GleamConditionSyncEvent>()());
> endEvent.freeList = &events;
> endEvent.time = lastTime;
>
> [...]
>
> /* wait until the end event is played */
> endEvent.conditionSync.wait();
>
> At that point you could add all events again instead of exiting.
>
> Hope this answers your question.
>
> --
> Miguel
> Check out Gleam, an LGPL sound synthesizer library, at
>
http://gleamsynth.sf.net
>
>
>
>
> On Sat, Apr 19, 2008 at 11:23 PM, Guillaume Pothier <
address@hidden>
> wrote:
> > Hi Miguel, thanks for your reply!
> > I updated my working copy and now I have other errors (string.h is not
> > imported in debuglog.h, and bad call at sf2voice.cpp:551; for now I
> > just commented the offending statement out)
> >
> > I started playing around with Gleam and I was wondering how could I
> > implement a "repeat" feature: I would like to load a short midi file,
> > and have it playing over and over again. I thought that the simplest
> > mean of doing that would be to overload the freeList so that whenever
> > an event is added to it, I push it back to the synth, with an updated
> > timestamp. First of all, does it sound like a reasonable solution?
> > Second, to to that I would need the addNode method of GleamList to be
> > virtual. Could that be?
> >
> > Regards,
> > g
> >
> >
> >
> >
> > On Sun, Apr 20, 2008 at 2:51 PM, Miguel Lobo <
address@hidden> wrote:
> > > Hi,
> > >
> > > Gleam is still very related to fluidsynth so I hope people won't get
> > > offended if there are questions about it here. However, I don't always
> read
> > > all posts in this list (especially when I'm very busy at work like in
> the
> > > last few weeks), so please CC me on any message about Gleam to be sure
> it
> > > doesn't get lost.
> > >
> > > The reason Gleam from SVN wasn't compiling was that I had a change half
> > > checked-in. I've now completed the check-in, so it should build. This
> > > change, which is what I've been working on recently, basically adds an
> > > interface to generate useful debug information. I'm trying to use it to
> > > track down severe clicking problems that seem to appear in some
> particular
> > > songs.
> > >
> > > In response to your other questions:
> > >
> > > - Gleam might well be more CPU-intensive than fluidsynth at this point;
> I
> > > haven't checked. The reason is I'm focusing on getting functionality
> right
> > > before looking into performance optimisations. Anyone who wants to look
> > > into the latter is welcome right now, of course.
> > >
> > > - Gleam has been designed with the idea of being able to combine
> multiple
> > > synthesis models (or "subsynths" as I've called them) in a single
> logical
> > > synthesizer. Currently only the only implemented subsynth is based on
> the
> > > SF2 spec, but I hope other subsynths will be added in the future.
> > >
> > > As always, anyone who wants to do *any* type of development on Gleam
> will
> > > have my full support as far as answering questions and so on.
> > >
> > > --
> > > Miguel
> > > Check out Gleam, an LGPL sound synthesizer library, at
>
http://gleam.sf.net
> > >
> > >
> > >
> > > On Sat, Apr 19, 2008 at 5:28 PM, Guillaume Pothier <
address@hidden>
> > > wrote:
> > > >
> > > >
> > > >
> > > > Hi,
> > > > I hope this place is more or less appropriate to ask questions about
> > > Gleam.
> > > > So here are a few questions:
> > > >
> > > > - Gleam from svn is not building right now, I get those errors:
> > > > /home/gpothier/tmp/gleamsynth/GleamCore/src/sf2/sf2voice.cpp: In
> > > > constructor 'GleamSF2Voice::Private::Private(GleamCore&,
> > > > GleamSF2SubSynth&, GleamSynthConfigurationV1&, GleamSF2Voice&)':
> > > > /home/gpothier/tmp/gleamsynth/GleamCore/src/sf2/sf2voice.cpp:169:
> > > > error: 'class GleamArray<GleamSF2Generator>' has no member named
> > > > 'setCountWithoutCopy'
> > > > /home/gpothier/tmp/gleamsynth/GleamCore/src/sf2/sf2voice.cpp: In
> > > > member function 'bool GleamSF2Voice::on(const GleamNoteEvent&,
> > > > GleamSF2Zone&)':
> > > > /home/gpothier/tmp/gleamsynth/GleamCore/src/sf2/sf2voice.cpp:235:
> > > > error: 'class GleamArray<GleamSF2Modulator>' has no member named
> > > > 'count'
> > > > /home/gpothier/tmp/gleamsynth/GleamCore/src/sf2/sf2voice.cpp:236:
> > > > error: 'class GleamArray<GleamSF2Modulator>' has no member named
> > > > 'count'
> > > > /home/gpothier/tmp/gleamsynth/GleamCore/src/sf2/sf2voice.cpp: In
> > > > member function 'void GleamSF2Voice::updateModulators(bool)':
> > > > /home/gpothier/tmp/gleamsynth/GleamCore/src/sf2/sf2voice.cpp:722:
> > > > error: 'class GleamArray<GleamSF2Modulator>' has no member named
> > > > 'count'
> > > >
> > > > Is it okay to replace all those "count" by "capacity"?
> > > >
> > > > - Is Gleam more CPU-intensive than fluidsynth?
> > > > - I'd like to eventually have a fixed-point synthesizer. If I have
> > > > time I might have a try at writing one. Where would it fit in the
> > > > design of Gleam?
> > > >
> > > > Regards,
> > > > g
> > > >
> > > >
> > > > _______________________________________________
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> > > >
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> > > >
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> > > >
> > >
> > >
> >
>
>