Re: [fluid-dev] fluid_sequencer_t funkiness

2009-10-03 Thread Corbin Simpson
On 10/03/2009 03:38 AM, Louis B. wrote: I think you have hit the same problem that I hit when I integrating to fluidsynth (regarding the no sound anyway) .You need to send a programme change event before you hear any sound. this is what I do as workaround in my initialisation routines but

Re: [fluid-dev] fluid_sequencer_t funkiness

2009-10-03 Thread josh
Hello Corbin, Python binding for FluidSynth? Sounds interesting :) I'm not real familiar with the sequencer in FluidSynth, but I'll try and help. What does your code look like for creating the sequencer object? Some things were changed since the last release, to allow for system timer

Re: [fluid-dev] fluid_sequencer_t funkiness

2009-10-03 Thread josh
Glad you figured it out. Out of curiosity, will you be making your Python binding available? Cheers! Josh Quoting Corbin Simpson mostawesomed...@gmail.com: On 10/03/2009 03:38 AM, Louis B. wrote: I think you have hit the same problem that I hit when I integrating to fluidsynth (regarding

[fluid-dev] Short note durations on percussion channel

2009-10-03 Thread josh
I think the short note duration ticket should be fixed before 1.1.0 is released (I seem to remember David suggesting this too?). I just found a PDF file called GM Guidelines Version 2. http://www.midi.org/techspecs/gmguide2.pdf On page 20, there is a section on response to Note-off on

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread David Henningsson
S. Christian Collins skrev: My 2 cents: I'm pretty sure the Creative synths don't ignore note-off, and I don't think it's necessary, because this should be taken care of in the SoundFont design, IMO. In the SoundFont's percussion bank, the release phase of each sample allows the drum to be

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread josh
In a recent case, a user sent me a MIDI file that had 4 to 5ms duration percussion notes. A lot of this is snare notes. I tested it with your GeneralUser GS and most of the percussion track is missing, because of the short duration notes. We've had this complaint a lot. I know that

[fluid-dev] Re: libsndfile support for file rendering

2009-10-03 Thread David Henningsson
j...@resonance.org skrev: I just committed libsndfile support for the fast file renderer and aufile driver. I had a quick look at the code and I think that it looks good. The new command line switches are: It was probably the best way to solve the problem, but I'm afraid we'll run out of

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread S. Christian Collins
Josh, Thanks for explaining the true nature of the problem--I misunderstood. I would like to propose the following for the percussion track: * A note-off event received before the attack phase is completed would be delayed until completion of the attack phase, unless the attack

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread David Henningsson
S. Christian Collins skrev: Josh, Thanks for explaining the true nature of the problem--I misunderstood. I would like to propose the following for the percussion track: * A note-off event received before the attack phase is completed would be delayed until completion of the

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread josh
I had a brief look over TiMidity++ code. The license is GPL and therefore not compatible with FluidSynth, so its just for reference.. I have up until now not really looked much at TiMidity++. It looks really powerful and seems to emulate tons of different synthesizer modules and what

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread S. Christian Collins
Well, another way of dealing with this would be to set a minimum duration that notes could sound at. I'm not sure the numbers that are used under the hood, but say, for example, a note duration of 0, 1 or 2 would always play as 2. I think we need to prevent the scenario where a note with a