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Re: [fluid-dev] Fluidsynth make strange sounds with ALSA


From: Element Green
Subject: Re: [fluid-dev] Fluidsynth make strange sounds with ALSA
Date: Wed, 13 Dec 2017 12:17:34 -0700

Hello,

I suspect the system is running out of CPU resources.  You can confirm that by running top or some other utility to show the CPU usage and correlate it with when the problem occurs.

Also, does the Orange Pi have a floating point unit?  If not, that will greatly increase the CPU usage, due to FPU emulation.

In any case, you can set the polyphony maximum voice count to be low enough to not overwhelm the system.  When FluidSynth runs out of voices it will start terminating the ones it thinks are the least noticeable.  You do this by passing the "-o synth.polyphony" option.  For example "fluidsynth -o synth.polyphony=32" to set the total number of voices to 32 (defaults to 256).  The release phase of the instruments you are using also affect how long voices are used.  If the release phase is excessively long or longer than needed for the sound, then it results in unnecessary voice usage.  Using the synth.polyphony setting should help with that though anyways, but you may want to check the instruments you are using with a SoundFont editor to see if the release times are long.

Best regards,

Element Green

P.S. Your English is fine, no problems here :-)


On Wed, Dec 13, 2017 at 11:10 AM, Даниль Нигаматзянов <address@hidden> wrote:
Hello! Sorry if my English is bad!

I have some midi device (Arduino homemade drum set), and I use FluidSynth. When I tested it on my desktop computer, it works well, but I have a little delay. I think, it because I use PulseAudio.

Now, I want to use FluidSynth on Orange Pi mini computer. I don't use PulseAudio on Pi device, just ALSA. And I have a problem! At the beginning, this works well, with low latency, but if I play more intensive it break the sound and I cant't hear nothing but noise. If I restart FluidSynth, it fix problem for some time, but after several seconds of minutes it breaks again.

If I don't restart FluidSynth and just wait untill the noise get down, the problem resolved itself, and FluidSynth works well for another several seconds/minutes.

My FluidSynth version is 1.1.6

Thank You and sorry for my English again!
--
Даниль Нигаматзянов <address@hidden>

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