Yeah, I found the same link, same dead end (?) -- [Thanks, though!]

On the csound side of things there are codes like:
'sfinstr, sfinstrm, sfload, sfpassign, sfplay, sfplaym, sfplist, sfpreset'
which will probably do what I wanted within csoundapi~, ie play one note and send the audio to an a-rate variable where I can potentially mess with it directly before sending the audio out to pd..

But I'd like to bypass csound altogether, just pull out one appropriate sample and read it into an array, which I could then use directly

>


On Mon, Aug 11, 2014 at 8:49 PM, David Medine <dmedine@ucsd.edu> wrote:
I saw on the fluidsynth website something about a fluid~ object for Pd, but the link is dead. Anybody out there know about this?

BTW, this was the site with the dead link:
http://sourceforge.net/p/fluidsynth/wiki/Applications/



On 08/11/2014 06:25 PM, forrest curo wrote:
Mainly I want to use the computer (pc running linux) as a musical instrument -- ie construct ways to input notes, changing volumes, timbres ect in real time, eventually have a system set up to run a sequence back with variations, different instruments, etc. while I play along with some other voice...

Soundfonts & fluidsynth work very well for producing basically ear-friendly sounds... Pd looks ideal for handling HID input, keeping track of incoming notes, doing interesting things with these.

But to connect these two things I've been using csoundapi~ and fluidsynth opcodes. As I understand this, pd is running a copy of csound in a sort of virtual box?

Anyway, it gets tricky to hit the same note, same channel in close succession, because the repetition going through the fluidengine cuts the first note off -- and in any case that first note is not available for separate processing until it comes out through the fluidOut opcode, mushed together with everything else sent to that fluidengine.

Running multiple fluidengines in csound is quite doable, but starts slowing the system down after the first two or three...

But basically, all I'm getting from the csound and the fluidengine is this Rube-Goldberg arrangement for playing from a pleasant set of sound-samples. Reading audio arrays -- something pd should do on it's own perfectly well...

Suggestions for finding samples in an sf2 file, putting it into a pd array, and thus playing it more directly?

Forrest Curo
San Diego
US


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