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Re: [fluid-dev] Programmatic polyphony count detection in FluidSynth


From: Philippe Simons
Subject: Re: [fluid-dev] Programmatic polyphony count detection in FluidSynth
Date: Mon, 4 Dec 2017 19:30:07 +0100

I'm running FluidSynth on Android, and I never had sound glitching with the default voices count (256 or 512) even using large soundfonts like Fluid R3.
How is your setup ? I suspect a too small AudioTrack buffer size (mine is about 48000 16bit PCM strereo frames)

On Mon, Dec 4, 2017 at 5:43 PM, Marcus Weseloh <address@hidden> wrote:
Hey Bartosz,

you could probably write your own detection routine. FluidSynth keeps a counter of active voices that you can read using fluid_synth_get_active_voice_count. One very easy way would be to patch that into your fluid_synth_write_* function and generate min, max and avg statistics from it.

Cheers,

    Marcus

2017-12-04 17:32 GMT+01:00 Bartosz Nowotny <address@hidden>:
Hello,

I am using FluidSynth on Android. For performance reasons, I am trying to keep the synth.polyphony setting as low as possible while retaining good sounding audio. I have a number songs and soundfonts. I have set up FluidSynth to use 64 simultaneous voices via synth.polyphony and that works for most song and soundfont combinations. Nevertheless, some songs clearly run out of available voices and do not sound right. Is there any way to programmatically detect how many voices a given MIDI song, using a given soundfont, needs? I am trying to strike a balance between performance and good sounding audio. If I pick too little simultaneous voices then I risk some songs not sounding right (or I will have to get rid of them at all), if I pick too many simultaneous voices then I risk sound glitching and playback problems on lower end devices. Knowing how much voices my songs and soundfonts need is the key to getting that balance just right.

Cheers,
Bartosz

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