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 <[EMAIL PROTECTED]>
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 <[EMAIL PROTECTED]> 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 <[EMAIL PROTECTED]>
> > 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
> > >
> > >
> > > _______________________________________________
> > > fluid-dev mailing list
> > > [email protected]
> > > http://lists.nongnu.org/mailman/listinfo/fluid-dev
> > >
> >
> >
>
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