Hello!
I was looking through the internet about how to use soundfonts (in .sf2 format) to play MIDI files, what can greatly reduce the size of the project and add a special charm to the game since it doesn't need to rely on the OS soundbank (that in case of Windows is very terrible).
I don't know if Löve natively supports it, but i saw in the wiki something about loading C/C++ libraries (or .dll/.so) and looking through Github i saw two libraries for that: TinySoundFont, that is pretty raw since the dev need to implement all the .mid loading to pass each note through the library to be processed, if i'm not mistaken, and FluidSynth, i already knew about this library since mkxp used it internally, seems to be more easy to play midis through it.
I don't have much knowledge about working with C/C++ libraries or interacting with DLL/SOs, so does anybody here tried to work with libs like these to play mids in a pretty way using Löve?
MIDI rendering with soundfonts
Re: MIDI rendering with soundfonts
Something similar is under discussion in this thread: viewtopic.php?f=4&t=94188
Read Zorg's comments on how MIDI support works with Löve and what options there are.
Read Zorg's comments on how MIDI support works with Löve and what options there are.
- zorg
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Re: MIDI rendering with soundfonts
To be fair, you could just use a different format that does support sound samples, like the tracker modules löve supports (mod,s3m,xm,it - midi can be converted to these relatively simply by using modplug tracker or whatever else on OSes other than windows).
...that said, i really feel like i should hurry up and make that midi parsing library and softsynth so people can just play around with midi files in löve.
...that said, i really feel like i should hurry up and make that midi parsing library and softsynth so people can just play around with midi files in löve.
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