Sample Playback

Opcodes that implement sample playback and looping are:

See also the Signal Input section for other ways to input sound.

Soundfonts

Fluid Opcodes

The fluid family of opcodes wraps Peter Hannape's SoundFont 2 player, FluidSynth: fluidEngine for instantiating a FluidSynth engine, fluidSetInterpMethod for setting interpolation method for a channel in a FluidSynth engine, fluidLoad for loading SoundFonts, fluidProgramSelect for assigning presets from a SoundFont to a FluidSynth engine's MIDI channel, fluidNote for playing a note on a FluidSynth engine's MIDI channel, fluidCCi for sending a controller message at i-time to a FluidSynth engine's MIDI channel, fluidCCk for sending a controller message at k-rate to a FluidSynth engine's MIDI channel. fluidControl for playing and controlling loaded Soundfonts (using 'raw' MIDI messages), fluidOut for receiving audio from a single FluidSynth engine, and fluidAllOut for receiving audio from all FluidSynth engines.

"Old" Soundfont opcodes

These opcodes can also use soundfonts to generate sound. sfplay etc. were created for one purpose -- to use the samples in SoundFonts. The fluid opcodes were created for another purpose -- to use SoundFonts more or less the way they were designed to be used, i.e. using keyboard mappings, layers, internal processing, etc.