Hi, Just a post to say I got the LADSPA working with SDL for my game. I've scrapped the synthesis idea at the moment, but might go back to it.
The 1st stage can be downloaded from: http://www.jwm-art.net/XorGramana/XorGramana-0.0.9_19-04-2009.tar.bz2 If you have spare time on your hands, could you give the code the once-over and offer any suggestions/criticism/advice? Cheers, James. relevant files: smixer* audio* sfx* ladspa* further info: The mixer code started off based upon the mixer from David Olofson's DT-42 but has been converted to mix floating point data instead. It uses libsndfile to load audio (flac) and libsamplerate for converting audio during playback for different speed/pitch (but this has not been incorporated into the api, the ratio is set randomly). LADSPA plugins used are from SWH and C* (CAPS) sets. The ladspa_loader code is based upon that used in my Wav Composer Not Toilet. Still a lot more to do yet. Migrate effects processing from audio_gen.c to smixer.c next job. The 1bar sequence/loop is hard-coded. Needs a sequencer, probably will base it loosely upon DT-42 to begin with. Plan is to have player position and immediate surroundings influence the effects settings and mute voices/add extra hits/switch loops etc. Free-up some allocations upon exit etc. Info about the game itself can be found at: http://www.jwm-art.net/XorGramana - _______________________________________________ Linux-audio-dev mailing list [email protected] http://lists.linuxaudio.org/mailman/listinfo/linux-audio-dev
