[SDL] SDL_mixer pops

David Olofson david at olofson.net
Tue Jan 9 19:40:31 PST 2007


On Wednesday 10 January 2007 03:33, Nathan Pierluissi wrote:
> My program is basically like the program "TabIt" except I am using a
> recording of an instument playing each note.  This probably takes up
> too much memory, so I would rather use soundfonts.

No resampling that is; the sounds always play at the rate they were 
recorded? Well, that would consume quite some memory... (Sound 
libraries for direct-from-disk streaming samplers are often made this 
way, but that's not an issue when you can have gigabytes of samples.)

That said, you still need a few different samples to cover the full 
pitch range of most instruments, but the looping, modulation and 
filtering capabilities of SoundFonts still makes it possible to get 
pretty good sound out of relatively small amounts of data.


> I just didn't know how.   So I will look into Fluidsynth and
> Audiality.

Well, Audiality will handle the resampling, looping, volume envelopes 
and some simple effects, but that's about it for the real time 
sampleplayer part. The focus is on the script (*.agw) driven modular 
synthesizer, rendering waveforms at load time. Saves an incredible 
lot of disk/download space, but it takes a great deal of synth 
programming experience to get anything sensible out of it.


> Are there any tutorials on how to use them with SDL?  Thank you for
> your help.

Audiality supports SDL audio directly, so it's just a matter of 
telling it which driver to use. Well, not even that - SDL audio is 
the default output driver. :-) Anyway, there are some command line 
tools and examples in the "test" directory in the source archive.

Anyway, Audiality and FluidSynth can take care of audio I/O on their 
own, so what you do normally is just use one of them for audio, and 
SDL for graphics, leaving the SDL audio API alone.


//David Olofson - Programmer, Composer, Open Source Advocate

.-------  http://olofson.net - Games, SDL examples  -------.
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