fluidsynth 2.2.7 MorphOS - all SDK only
Use on SDL2-MixerX / bePlayer, ScummVM, prBoom2 and OpenTTD (MorphOS port by BeWorld)
If you want sources, plz contact me.
# Fluidsynth sans GLib
Let's be real. Using GLib on any non-POSIX platform is a PITA. Hence this fork.
This is the adaption of my old patchset archived [here](https://github.com/chirs241097/fluidsynth).
That was a really horrible-looking patchset. Actually it was not a patchset at all.
It was partially reworked again in Feb 2020, but it's still horrible.
Passes all unit tests but not throughly tested in production.
LADSPA support has been disabled because it uses `GModule`. Also I assumed gcc-compatible compilers since msvc suck.
Original content of this file follows.
| | Build Status |
| <img src="https://www.kernel.org/theme/images/logos/tux.png" height="30" alt=""> **Linux** | [![FluidSynth Linux](https://github.com/FluidSynth/fluidsynth/workflows/FluidSynth%20Linux/badge.svg)](https://github.com/FluidSynth/fluidsynth/actions?query=workflow%3A%22FluidSynth+Linux%22) |
| <img src="https://cdn.pling.com/img//hive/content-pre1/112422-1.png" height="25" alt=""> **FreeBSD** | [![Build Status](https://api.cirrus-ci.com/github/FluidSynth/fluidsynth.svg?branch=master)](https://cirrus-ci.com/github/FluidSynth/fluidsynth) |
| <img src="https://www.microsoft.com/windows/favicon.ico" height="25" alt=""> **Windows** | [![Build Status](https://dev.azure.com/tommbrt/tommbrt/_apis/build/status/FluidSynth.fluidsynth.Win?branchName=master)](https://dev.azure.com/tommbrt/tommbrt/_build/latest?definitionId=3&branchName=master) |
| <img src="https://www.microsoft.com/windows/favicon.ico" height="25" alt=""> **Windows (vcpkg)** | [![Build Status](https://dev.azure.com/tommbrt/tommbrt/_apis/build/status/FluidSynth.fluidsynth.vcpkg?branchName=master)](https://dev.azure.com/tommbrt/tommbrt/_build/latest?definitionId=6&branchName=master) |
| <img src="https://www.apple.com/favicon.ico" height="30" alt=""> **MacOSX** | [![Build Status](https://dev.azure.com/tommbrt/tommbrt/_apis/build/status/FluidSynth.fluidsynth.macOS?branchName=master)](https://dev.azure.com/tommbrt/tommbrt/_build/latest?definitionId=5&branchName=master) |
| <img src="https://www.android.com/favicon.ico" height="30" alt=""> **Android** | [![Build Status](https://dev.azure.com/tommbrt/tommbrt/_apis/build/status/FluidSynth.fluidsynth.Android?branchName=master)](https://dev.azure.com/tommbrt/tommbrt/_build/latest?definitionId=4&branchName=master) |
#### FluidSynth is a cross-platform, real-time software synthesizer based on the Soundfont 2 specification.
FluidSynth generates audio by reading and handling MIDI events from MIDI input devices by using a [SoundFont](https://github.com/FluidSynth/fluidsynth/wiki/SoundFont). It is the software analogue of a MIDI synthesizer. FluidSynth can also play MIDI files.
[![SonarQube Quality Gate Status](https://sonarcloud.io/api/project_badges/measure?project=FluidSynth_fluidsynth&metric=alert_status)](https://sonarcloud.io/dashboard?id=FluidSynth_fluidsynth) [![Language grade: C/C++](https://img.shields.io/lgtm/grade/cpp/g/FluidSynth/fluidsynth.svg?logo=lgtm&logoWidth=18)](https://lgtm.com/projects/g/FluidSynth/fluidsynth/context:cpp) [![OHLOH Project Stats](https://www.openhub.net/p/fluidsynth/widgets/project_thin_badge?format=gif)](https://www.openhub.net/p/fluidsynth)
The central place for documentation and further links is our **wiki** here at GitHub:
If you are missing parts of the documentation, let us know by writing to our mailing list.
Of course, you are welcome to edit and improve the wiki yourself. All you need is an account at GitHub. Alternatively, you may send an EMail to our mailing list along with your suggested changes. Further information about the mailing list is available in the wiki as well.
Latest information about FluidSynth is also available on the web site at https://www.fluidsynth.org/.
The source code for FluidSynth is distributed under the terms of the [GNU Lesser General Public License](https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html), see the [LICENSE](https://github.com/FluidSynth/fluidsynth/blob/master/LICENSE) file. To better understand the conditions how FluidSynth can be used in e.g. commercial or closed-source projects, please refer to the [LicensingFAQ in our wiki](https://github.com/FluidSynth/fluidsynth/wiki/LicensingFAQ).
## Building from source
For information on how to build FluidSynth from source, please [refer to our wiki](https://github.com/FluidSynth/fluidsynth/wiki/BuildingWithCMake).
- FluidSynth's Home Page, https://www.fluidsynth.org
- FluidSynth's wiki, https://github.com/FluidSynth/fluidsynth/wiki
- FluidSynth's API documentation, https://www.fluidsynth.org/api/
## Historical background
### Why did we do it
The synthesizer grew out of a project, started by Samuel Bianchini and
Peter Hanappe, and later joined by Johnathan Lee, that aimed at
developing a networked multi-user game.
Sound (and music) was considered a very important part of the game. In
addition, users had to be able to extend the game with their own
sounds and images. Johnathan Lee proposed to use the Soundfont
standard combined with intelligent use of midifiles. The arguments
- Wavetable synthesis is low on CPU usage, it is intuitive and it can
produce rich sounds
- Hardware acceleration is possible if the user owns a Soundfont
compatible soundcard (important for games!)
- MIDI files are small and Soundfont2 files can be made small thru the
intelligent use of loops and wavetables. Together, they are easier to
downloaded than MP3 or audio files.
- Graphical editors are available for both file format: various
Soundfont editors are available on PC and on Linux (Smurf!), and
MIDI sequencers are available on all platforms.
It seemed like a good combination to use for an (online) game.
In order to make Soundfonts available on all platforms (Linux, Mac,
and Windows) and for all sound cards, we needed a software Soundfont
synthesizer. That is why we developed FluidSynth.
### Design decisions
The synthesizer was designed to be as self-contained as possible for
- It had to be multi-platform (Linux, macOS, Win32). It was therefore
important that the code didn't rely on any platform-specific
- It had to be easy to integrate the synthesizer modules in various
environments, as a plugin or as a dynamically loadable object. I
wanted to make the synthesizer available as a plugin (jMax, LADSPA,
Xmms, WinAmp, Director, ...); develop language bindings (Python,
Java, Perl, ...); and integrate it into (game) frameworks (Crystal
Space, SDL, ...). For these reasons I've decided it would be easiest
if the project stayed very focused on its goal (a Soundfont
synthesizer), stayed small (ideally one file) and didn't dependent
on external code.