"""
from os.path import realpath, sep, exists
from fluidsynth import Synth as FSynth
+from log import console
+import pygame
+import events
class Synth(FSynth) :
+ """
+ Interface fluidsynth avec les adaptations suivantes :
+ - la soundfont FluidR3_GM.sf2 est chargée par défaut
+ - le constructeur démarre le synthé
+ - octaviation
+ """
- def __init__(self, gain=0.2, samplerate=44100) :
+ def __init__(self, gain=0.2, samplerate=44100, sfPath='') :
FSynth.__init__(self, gain=gain, samplerate=samplerate)
- sfPath = realpath(__file__).split(sep)
- sfPath = sfPath[:-1]
- sfPath.append('soundfonts')
+ if not sfPath :
+ sfPath = realpath(__file__).split(sep)
+ sfPath = sfPath[:-1]
+ sfPath.append('soundfonts')
+
+ sfPath.append('FluidR3_GM.sf2')
+ sfPath = sep.join(sfPath)
- sfPath.append('FluidR3_GM.sf2')
- sfPath = sep.join(sfPath)
assert exists(sfPath)
self.start()
self.fsid = self.sfload(sfPath)
+ self._octaveAjusts = {}
+ console.info('démarrage du synthétiseur')
+ console.info('soundfont : %s', sfPath)
+
+ def __del__(self) :
+ console.info('arrêt du synthétiseur')
+ self.delete()
+
+ def adjust_octave(self, chan, octave) :
+ '''
+ Abaisse ou élève les notes de n octave
+ '''
+ self._octaveAjusts[chan] = octave
def sfunload(self, update_midi_preset=0):
FSynth.sfunload(self, self.fsid, update_midi_preset=update_midi_preset)
def sfont_select(self, chan):
FSynth.sfont_select(self, chan, self.fsid)
-
-
-
-if __name__ == '__main__' :
- initsynth()
\ No newline at end of file
+ def noteon(self, chan, key, vel):
+ key = key + self._octaveAjusts.get(chan, 0) * 12
+ FSynth.noteon(self, chan, key, vel)
+ evt = pygame.event.Event(events.NOTEON, chan=chan, key=key, vel=vel)
+ pygame.event.post(evt)
+
+ def noteoff(self, chan, key) :
+ key = key + self._octaveAjusts.get(chan, 0) * 12
+ FSynth.noteoff(self, chan, key)
+ evt = pygame.event.Event(events.NOTEOFF, chan=chan, key=key)
+ pygame.event.post(evt)