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Thomas J. Webb
@thomasjwebb
Definitely some cool polymeter possibilities with that.
jobf
@jobf
yay FM synths :)
Thomas J. Webb
@thomasjwebb
I was also given some good c code for wavetable synthesis I can port over
luRaichu
@BTTRG
I'm recreating a lost game in Haxeflixel and I'm trying to use grig to play MIDI files, but Haxeflixel keeps saying it can't find grig even though I installed all the libraries.
alt
luRaichu
@BTTRG
never mind, I forgot to include the libraries in the project.xml! but the app freezes.
Thomas J. Webb
@thomasjwebb
That code won't play a midi file, it will just respond to messages from a midi controller. It might be freezing because the main loop is doing a busy wait reading from stdin. I did that in the sample code to interact with the console but probably not good to have that code running in a game. Grig doesn't provide a way to play midi files yet, just to read them. What sort of instruments do you want to play the tracks? Is it a multitrack midi file?
luRaichu
@BTTRG
I want to play standard MIDI instruments, and my MIDI files are multitrack. Here's one that I'll be using: https://drive.google.com/file/d/18buUlU1NkxcZm32ipMv71ypz_mdDrmlr/view?usp=sharing
Thomas J. Webb
@thomasjwebb

Oh okay. There isn't an end-to-end solution to playing multitrack midi files in grig yet. The main missing pieces are a) a class that subclasses MidiIn but that reads from a midi file and uses timers to dispatch the events and b) sample-based synths appropriate for general midi (but if you're okay with fm synthesis, there is that already). Also if you just had the first thing, you could open a MidiOut to any system virtual instrument (like Windows has) or a virtual port to a synth you run in another process (like fluidsynth).

Also note that games these days almost never have software synths built into them because it takes processing power to handle that. And modern systems don't have sound chips to handle it like in the old days. It just so happens though that I'm doing a talk about this in a few weeks! So what you want to do is unusual but also something I encourage (with caveats). It's definitely a more complicated approach. Not simple like you might assume from the fact that websites used to always have midi soundtracks. I'm the 2nd to last talk on the last day https://www.gamesoundcon.com/schedule

luRaichu
@BTTRG
You might be interested in video footage of the lost game I am recreating. It was made in 1998 and was meant to run on Windows 9x.
https://www.youtube.com/watch?v=6ywZua0QPiA
luRaichu
@BTTRG
The 2nd stage song's MIDI file (Suiro) has been leaked, but it seems that back then it used a different version of the MIDI instruments because the beat at the beginning sounds different than when played using modern MIDI players...
Also, the rain and thunder in the game over theme? I'm not sure if those are MIDI instruments
jobf
@jobf
I'm very interested in this space, will definitely check out your talk @thomasjwebb ^_^ the whole conference looks amazing actually - thank you for sharing
Thomas J. Webb
@thomasjwebb
Glad to hear! I also plan on spending a lot more time working on grig stuff over the next few weeks.
jobf
@jobf
<3
jobf
@jobf
just a heads up, I was mucking about with SysEx today and ended up changing a couple of things so I've done a couple merge requests - absolutely no rush to look at them as I'm sure you've got plenty on with the conference etc :)
Thomas J. Webb
@thomasjwebb
Thanks! I'll probably look at that sometime later today.
Thomas J. Webb
@thomasjwebb
@jobf I ended up modifying your changes a little. You made me realize that not just the python target but also both of the js ones had the same issue where it's not sending sysex.
jobf
@jobf
just seen the changes, looks good, will give it a test later!
lublak
@lublak
hi :) is it possible to swap audio with the latest v19.7.0 stable release?
and another thing. Apart from portaudio. Is there perhaps a small example of how to get the loudness out of the audio stream?
lublak
@lublak
and how to check if a port is input or output?
Thomas J. Webb
@thomasjwebb
Oh you mean update the portaudio version? Yeah that should be easy to do. You can get the loudness with root mean square. There's a function in AudioBuffer I think that lets you get that.
jobf
@jobf
I may have asked this before but is grig.audio mid refactor?
or is that just the cpp target being refactored?
remember reading something about an interface that is changing
or that happened already but cpp needs updating to fit it
Thomas J. Webb
@thomasjwebb
Just audio. There may have been changes to midi lately but there aren’t looming major changes right now.
jobf
@jobf
so grig.audio is going through changes?
Thomas J. Webb
@thomasjwebb
Yeah
Sylvio Sell
@maitag
Hi Thomas *hugs
how is into waveformgeneration (cross;) against the _platforms at now?
me still jailed into haxelime ENV and i am need HELP (^_^)
Wanna make my fractals (glsl-shaderspice at nowaday)
listen and easy to handle (like sound->"sprites" from one great buffer!)
Sylvio Sell
@maitag
into detail: a glsl-shader should generate (prbl. only is how to convert the gpu-caputured-texturedata at runtime)
for -> continious play
(my last openAL tryings was a farse ... even [looping] not worked or even simple queueing of generated contend)
Sylvio Sell
@maitag
Thomas, i mean before i am start to write another peote-lib i am looking into toolsets of friends.
(have also no MIDI device here out of keyboard [M] and gamepad/joystick for .> instrument)
(instrumend->replacement *lol [and that alltime -> lag <- latency]
... any -> hugs
Thomas J. Webb
@thomasjwebb
waveform generation as in.. oscillators?
I just finished one big project that was taking up a lot of my time last week (embarrassingly, it was just a website that should have only taken a few weeks) so I have time to work on fixing some grig.audio loose ends. But after I'm done with that I'm working on hxal again which will fix a lot of the fundamental issues with grig.audio, like trying to do [potentially gc'd] haxe code in a rt thread.
Sylvio Sell
@maitag
Yes, like oscillator for sound synthesis at runtime.
I started with a simple sinus wave at into here: https://github.com/maitag/peote-samples/blob/master/soundsynth/openAL/src/Main.hx#L68
But the real goal is via glsl-shader to use the GPU for faster generation:
https://github.com/maitag/peote-samples/blob/master/soundsynth/openAL/src/SinWave.hx#L36 what looks like this at now:
grafik.png
Sylvio Sell
@maitag
need to figure out the best way now to convert this for directly use as audio-buffer-source (after rendering into a texture-data-array)