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Re: [fluid-dev] FluidSynth backend for SDL_mixer


From: David Henningsson
Subject: Re: [fluid-dev] FluidSynth backend for SDL_mixer
Date: Wed, 06 Oct 2010 08:33:00 +0200
User-agent: Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.9.2.9) Gecko/20100922 Thunderbird/3.1.4

On 2010-10-06 01:10, James Le Cuirot wrote:
Hi guys,

First, some good news. I've almost finished implementing a FluidSynth
backend for SDL_mixer. This will bring long-overdue SoundFont support
to SDL_mixer as its bundled version of Timidity is very old and doesn't
support SoundFonts. I just need some help to complete it.

Cool, thanks for the work!

I'm working with FluidSynth at the sequencer level. Fortunately, some
of the "native MIDI" code already present in SDL_mixer does the hard
work of turning the raw MIDI data into a list of event structs.

I assume you had a look at the midi file player and decided it didn't work for you?
What version of FluidSynth are you testing with?

Because the fluid_event_t instances don't get scheduled when they are
created, I need to store the times somewhere. This struct does have a
time field but the struct implementation is hidden and the
fluid_event_get_time and fluid_event_set_time functions are private.
Wrapping this in another struct would be a PITA so I've cheated and
declared those private functions to make them available. It would be
useful if these functions weren't private. I think there are
potentially other situations where you might want to store the event
time without actually scheduling the event immediately.

Hmm, because they are private, that means that we are free to change the implementation (and even remove the field) between FS versions. I'm not sure I want to give up that freedom right away, what does the rest of the list think here?

Also, I'm not exactly seeing why wrapping this in another struct would be "a PITA", but you can also malloc another array next to the event array containing the times if that works better for you. That would also stop the overwriting problem you have.

That isn't the end of the story though because when I do finally
schedule the event with fluid_sequencer_send_at, the event's time
property gets overwritten. This is a problem because if the song loops,
I have to schedule the event again and what was previously a relative
time has now become an absolute time. I don't think it is necessary to
overwrite this property because the given event gets copied in the
_fluid_seq_queue_pre_insert function anyway. With a small adjustment,
the modification could just be made to the copy instead. For now, I'm
storing the time before calling fluid_sequencer_send_at and then
setting it again afterwards.

I haven't yet dealt with SYSEX events because I've never coded around
MIDI before and this area is a little more complicated so help would be
appreciated here. However, I've noticed that one of the other MIDI
backends deals with SYSEX tempo changes and there doesn't seem to be a
FluidSynth event function for that.

The basic tempo isn't right yet because I haven't got a clue what to
pass to fluid_sequencer_set_time_scale. I have the PPQN and I've tried
passing this as well as variations on this but nothing seems to work
right for both the games I'm testing, D1X-Rebirth and Rise of the Triad.

I think you'll have to look at fluid_player_set_midi_tempo and do something similar, as you're doing your own midi file parser, that is, combine PPQN with the MIDI_SET_TEMPO meta event.

In the case of Rise of the Triad, there is an additional problem
because SDL_mixer is being opened at 11025Hz, which is below what
FluidSynth supports. As a result, FluidSynth outputs the sound at
22050Hz instead and it gets played at half the speed and pitch. I tried
simply changing the minimum rate in FluidSynth and that worked fine so I
am politely asking if you could make this change as many games are
sampled at 11025Hz.

Okay, no problem. I have changed it to 8 kHz. I'm feeling sorry for the Rise of the Triad users though, as they will lose all the treble ;-)

D1X-Rebirth's pitch is also out but it's only slightly lower. If I
hadn't compared the game's output with standalone FluidSynth and
Timidity, I wouldn't have noticed. In this case, I'm not sure what the
problem is. It seems to be outputting at 44100Hz as it should. Any
ideas?

Sample rate mismatch between 44100 Hz and 48000 Hz, perhaps?

There is also the issue of sample format. SDL_mixer is supposed to be
able to output sound in signed/unsigned 8/16-bit litte/big integer
format. FluidSynth only seems to support signed 16-bit integer and
float format. The Timidity backend code has some functions to convert
from signed 32-bit integer to the aforementioned formats but they're
greek to me and I don't know whether they'd be useful here.

This is complicated by the fact that SDL_mixer is also supposed to
support multi-channel output. According to the docs, FluidSynth only
supports this when outputting in float format. It also only outputs as
stereo pairs but what if SDL_mixer requests mono? Or 5.1? Does 5.1
count as 2 stereo pairs or 3 and do I have to handle this in some
special way?

FluidSynth's native format is single- or double-precision floating point, depending on configuration. There is also a convenience function for converting to 16-bit signed.

I'm quite certain that there are SDL functions for converting to the other sample formats you need...?

For the multi-channel stuff, that is not 5.1 - at least not today. That's mostly meant for professional audio (think studio), when you want separate output for separate MIDI channels.

Sorry for the barrage of questions but I'm keen to get this going. :)

No problem, feel free to ask. I'm glad to see FluidSynth used in all kinds of environments!

(Btw, one thing I spotted: you probably want to free the settings instance with delete_fluid_settings instead of just calling "free".)

// David




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