Quoting jimmy <wg20...@yahoo.com>:
Here's my my comments on special effects processing (SFX, for short
here) in sound synthesis. But since Midi allow for some live
manipulation of some paramenters, it may allow for per channel
manipulation, too?
I guess one way to describe it is how many "SFX processors" can be
used concurrently in a chained sequence. JackRack is one such
implementation where each plugin is 1 SFX processor. Each of these
SFX processor parameters can change in real-time. I would love to
have SFX processing for individual Midi channel (individual solo
instrument pan, sustain, delayed echo, vibrato...), or all channels
combined audio signal (like reverb, delayed echo, pitch shift). But
I guess individual solo instruments with SFX could be simulated by
running in a separate instance of FS.
So if per channel SFX is possible, please do allow for ways to
specify which channel(s) these SFX processors should work on. You
may also want to allow users to define/specify, or loaded-on-the-fly
(maybe some sample code to use) these SFX processors from
configuration files, and let parameters be changed in real-time.
The simplest case is 0, or 1 SFX processor. More complicated are 2,
3, or more sound effects chained together, but too many of these
chained together will introduce audio lags of some sort.
Of course, you can impose or set a limit on the number of SFX
processors, i.e 3 max per voice/channel, 8 total... Or if no
specific SFX limit is imposed, at least give a word of warning so
people don't have wild ideas that they can chain 5-10 SFX per
channel for 32 channels... or 100 SFX together and still get
real-time response on 1-2 core CPU's, or that the audio would sound
like anything we can still recognize.
Jimmy
Hello Jimmy,
That isn't really on the topic of threads, but.. FluidSynth has
support for SoundFont modulators, which allow for almost any effect
parameter of an instrument to be controlled by MIDI controllers as
well as things like velocity, aftertouch, etc. One improvement that
could be added to FluidSynth would be session modulators, which apply
to the session, rather than having to edit the SoundFont. This has
been supported by Swami for some time now. Just need to add a method
for doing this in stand alone FluidSynth (shell commands, etc). In
addition FluidSynth supports parameter changes using NRPN data, as
defined by the SoundFont standard. This is on a per channel basis.
FluidSynth also has some LADSPA code for adding effects chains to MIDI
channels. I think this code is in a rather poor state though and
suffers from stability issues and might be completely broken at this
point, since I don't think anyone is using it. Getting this stuff to
work again is on the TODO list.
Regards,
Josh
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