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OpenSFZ

An Open SFZ player & SF2 (Sampler) based on SFZero by Steve Folta ([email protected]), without the Juce dependency. SFZero resides at https://github.com/stevefolta/SFZero

Note, this is still in development and only has minimal functionality right now. Contributions to handle additional SFZ opcodes, more file formats, better resampling etc, are welcome.

Documentation and examples are coming soon.

Features

  • SF2 / SFZ playback
  • WAV / Ogg support (via stb_vorbis currently)

Planned:

  • Disk streaming (optional, but possibly with several different strategies)
  • More resampling options other than just Linear resampling
  • More sfz opcode support
  • Project files for Visual Studio (an XCode lib project exists currently)

License

This project is available under the MIT license.

Simple Example

#include "OpenSFZ.h"

....
// initialization:

    synth = new SFZSynth();
    
    SFZSound *testSound = new SFZSound(std::string("/Users/dwallin/Downloads/FM-House-Bass/FM-House-Bass.sfz"));

    synth->addSound(testSound);

    testSound->loadRegions();
    testSound->loadSamples();

    testSound->dump();    // print out debug info
    
    synth->setCurrentPlaybackSampleRate(SongInfo::getSampleRate());


// just handle midi events and call the appropriate functions on the SFZSynth class. 
// OpenSFZ doesn't have any midi specific code or classes. This is purely for example purposs.

    if(e->eventType == Event::EVENT_NOTEON)
    {
        // Note: Velocity should be in the 0...1 range, not the usual 1-127 midi range.
        synth->noteOn(1, e->iData[0], e->rData[0]);
    } else if(e->eventType == Event::EVENT_NOTEOFF)
    {
        synth->noteOff(1, e->iData[0], true);
    } else if(e->eventType == Event::EVENT_ALLNOTESOFF)
    {
        synth->allNotesOff(1, false);
    } else if(e->eventType == Event::EVENT_CC)
    {
        if(e->iData[0] == 121 || e->iData[0] == 123)
        {
            synth->allNotesOff(1, true);
        }
    }

// Audio processing. Call something like this in your audio processing callback loop: 
    // Note: audio buffers should be filled with zeros first

    SFZAudioBuffer buffer((int)numSamples,
                          audioOutLeftChannelPointer,
                          audioOutRightChannelPointer);
    
    synth->renderNextBlock(buffer, 0, (int)numSamples);
    
// that's it