Coder Social home page Coder Social logo

johanneskauffmann / fluidlite Goto Github PK

View Code? Open in Web Editor NEW

This project forked from divideconcept/fluidlite

0.0 0.0 0.0 750 KB

Very light version of FluidSynth designed to be hardware, platform and external dependency independant.

License: Other

Perl 0.13% C 99.37% Makefile 0.08% CMake 0.42%

fluidlite's Introduction

FluidLite

License: LGPL-2.1 Travis-CI Status

FluidLite (c) 2016 Robin Lobel

FluidLite is a very light version of FluidSynth designed to be hardware, platform and external dependency independent. It only uses standard C libraries.

It also adds support for SF3 files (SF2 files compressed with ogg vorbis) and an additional setting to remove the constraint of channel 9 (drums): fluid_settings_setstr(settings, "synth.drums-channel.active", "no"); you can still select bank 128 on any channel to use drum kits.

FluidLite keeps very minimal functionalities (settings and synth), therefore MIDI file reading, realtime MIDI events and audio output must be implemented externally.

Configuration

By default SF3 support is disabled. To enable it use -DENABLE_SF3=YES with cmake.

Alternatively it can be configured to use stb_vorbis to decompress SF3 instead of Xiph's libogg/libvorbis. You can pass -DSTB_VORBIS=YES to cmake to do it.

You can run cmake to configure and build the sources, and also to install the compiled products. Here are some examples

To configure the sources with debug symbols:

$ cmake -S <source-directory> -B <build-directory> -DCMAKE_BUILD_TYPE=Debug

To configure the sources with an install prefix:

$ cmake -S <source-directory> -B <build-directory> -DCMAKE_INSTALL_PREFIX=/usr/local
---
$ cmake -S <source-directory> -B <build-directory> -DCMAKE_INSTALL_PREFIX=${HOME}/FluidLite

To configure the sources with additional dependency search paths:

$ cmake -S <source-directory> -B <build-directory> -DCMAKE_PREFIX_PATH=${HOME}/tests

To build (compile) the sources:

$ cmake --build <build-directory>

To install the compiled products (needs cmake 3.15 or newer):

$ cmake --install <build-directory>

Here is a bash script that you can customize/use on Linux:

#!/bin/bash
CMAKE="${HOME}/Qt/Tools/CMake/bin/cmake"
SRC="${HOME}/Projects/FluidLite"
BLD="${SRC}-build"
${CMAKE} -S ${SRC} -B ${BLD} \
    -DFLUIDLITE_BUILD_STATIC:BOOL="1" \
    -DFLUIDLITE_BUILD_SHARED:BOOL="1" \
    -DENABLE_SF3:BOOL="1" \
    -DCMAKE_BUILD_TYPE=Debug \
    -DCMAKE_SKIP_RPATH:BOOL="0" \
    -DCMAKE_INSTALL_LIBDIR="lib" \
    -DCMAKE_INSTALL_PREFIX=$HOME/FluidLite \
    -DCMAKE_VERBOSE_MAKEFILE:BOOL="1" \
    $*
read -p "Cancel now or pulse <Enter> to build"
${CMAKE} --build $BLD
read -p "Cancel now or pulse <Enter> to install"
${CMAKE} --install $BLD

See also the complete cmake documentation for more information.

Usage

Here is the source code of the example that resides in example/src/main.c

#include <stdlib.h>
#include <stdio.h>

#include "fluidlite.h"

#define SAMPLE_RATE 44100
#define SAMPLE_SIZE sizeof(float)
#define NUM_FRAMES SAMPLE_RATE
#define NUM_CHANNELS 2
#define NUM_SAMPLES (NUM_FRAMES * NUM_CHANNELS)

int main() {
    fluid_settings_t* settings = new_fluid_settings();
    fluid_synth_t* synth = new_fluid_synth(settings);
    fluid_synth_sfload(synth, "soundfont.sf2", 1);

    float* buffer = calloc(SAMPLE_SIZE, NUM_SAMPLES);

    FILE* file = fopen("float32output.pcm", "wb");

    fluid_synth_noteon(synth, 0, 60, 127);
    fluid_synth_write_float(synth, NUM_FRAMES, buffer, 0, NUM_CHANNELS, buffer, 1, NUM_CHANNELS);
    fwrite(buffer, SAMPLE_SIZE, NUM_SAMPLES, file);

    fluid_synth_noteoff(synth, 0, 60);
    fluid_synth_write_float(synth, NUM_FRAMES, buffer, 0, NUM_CHANNELS, buffer, 1, NUM_CHANNELS);
    fwrite(buffer, SAMPLE_SIZE, NUM_SAMPLES, file);

    fclose(file);

    free(buffer);

    delete_fluid_synth(synth);
    delete_fluid_settings(settings);
}

There is also a cmake project file that you may use to build the example, or to model your own projects:

cmake_minimum_required(VERSION 3.1)
project(fluidlite-test LANGUAGES C)

#1. To find an installed fluidlite with pkg-config:
#find_package(PkgConfig REQUIRED)
#pkg_check_modules(fluidlite REQUIRED fluidlite)

#2. To find an installed fluidlite with cmake only:
#find_package(fluidlite REQUIRED)

#3. using a subdirectory (for instance, a git submodule):
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/FluidLite)
include(${CMAKE_CURRENT_SOURCE_DIR}/FluidLite/aliases.cmake)

add_executable(${PROJECT_NAME}
    src/main.c
)

if(UNIX AND NOT APPLE)
    find_library(MATH_LIB m)
endif()

# if you include 'aliases.cmake' or after find_package(fluidlite),
# you get two targets defined, that you may link directly here:
# 1. 'fluidlite::fluidlite-static' is the static library
# 2. 'fluidlite::fluidlite' is the shared dynamic library
target_link_libraries(${PROJECT_NAME} PRIVATE
    fluidlite::fluidlite-static
    ${MATH_LIB}
)

fluidlite's People

Contributors

divideconcept avatar katyo avatar sezero avatar chouquette avatar ghabry avatar pedrolcl avatar wallneradam avatar ccawley2011 avatar jpcima avatar korli avatar wohlstand avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.