| I see what you mean about more than one soundfont output for different
effects, so let's add fluidcontrol to your opcodes and drop my opcodes.
I will review your code and perhaps make some minor changes -- I wouldn't
change signatures or functionality, just look over clarity and logic,
ensure that it works with double precision, prints enough messages, etc.
Obviously the documentation will need to be changed.
Original Message:
-----------------
From: steven yi stevenyi@csounds.com
Date: Fri, 25 Feb 2005 10:24:47 -0800
To: csound-devel@lists.sourceforge.net
Subject: Re: [Cs-dev] fluidload vs. fluidLoad ?
Hi Michael,
It's a bit more flexible in that you can instantiate as many fluid
engines as you'd like. This allows for different processing on each
fluidEngine's output, so say you like this soundFont but it needs a
filter to suit your taste, you can put that in an engine of it's own and
process that output by itself, leaving the others in the first engine.
Otherwise, you're limited in mixing and mastering only within fluidsynth
itself.
There isn't a corresponding fluidcontrol opcode in the set of opcodes I
have, but it would be easy enough to add. The opcodes I have are fairly
close wrappings of the fluidsynth C API functions, and as a whole make
things seem easier for me to "csound" with.
steven
gogins@pipeline.com wrote:
> How is your wrapping more flexible? If so and since you can also load many
> soundfonts into the same engine, maybe we should just drop my opcodes.
I'll
> take at look at your code and try changing some of my orcs.
>
> Original Message:
> -----------------
> From: steven yi stevenyi@csounds.com
> Date: Thu, 24 Feb 2005 10:06:28 -0800
> To: csound-devel@lists.sourceforge.net
> Subject: Re: [Cs-dev] fluidload vs. fluidLoad ?
>
>
> Hi Michael,
>
> gogins@pipeline.com wrote:
>
>>Yes. There are two sets of Fluidsynth-based opcodes, mine and Steven Yi's.
>>I originally created them, but mine dependend on a hack to collect audio
>>and did not use fluidout. Steven created a version with an audio collector
>>(fluidout) which works better. I then reworked mine with its own fluidout
>>because mine have an advantage (for me, anyway) that Steven's do not: you
>>can load any number of SoundFonts in mine and they all go into a shared
>>cache with sequentially numbered "program IDs" making it easier to use
>>oodles of SoundFonts.
>
>
> This isn't quite right, as you can load as many soundFonts into the
> instance of the fluid engine you give as an argument with the wrapping I
> did, also sequentially numbered.
>
>
>>Steven and I have talked about merging the two sets of opcodes but have
>
> not
>
>>done it.
>>
>>The documentation could be clearer on this -- which opcodes belong to
>
> which
>
>>set.
>>
>>Steven and I should reopen our discussion and get rid of one set of
>>opcodes, if possible.
>>
>
>
> Yes, we should figure this out. I think the wrapping I did is much more
> flexible with the price being a few more lines of code required for use.
> The last I had taken a look, it could be made possible that the way you
> wrapped fluid could be done on top of the way I wrapped it with the use
> of default arguments. I haven't been able to compile fluidsynth 1.0.5
> on Windows; I'm switching back to 1.0.3 now to see if I can compile, if
> so, I should be able to take a look and see if I can figure out a way to
> merge the two.
>
> steven
>
>
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