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SDL_Mixer and speed/pitch shift
Sylvain Beucler
Guest

Nobody using pitch shift here? :/

Cheers,

--
Sylvain

On Wed, Aug 01, 2007 at 05:03:15PM +0200, Sylvain Beucler wrote:
Quote:
Hi,

I'd like to use SDL_Mixer to play multiple sounds at once, and with
different speeds for each sound.

This allow, for example, to play a normal voice and an acute voice
from the same sound file, by playing it with a greater frequency for
the acute voice.

This feature (which is often refered to as "pitch shift") seems to be
missing from SDL_Mixer.
(I don't think I can implement it with an SDL_Mixer Effect either,
because the callback can only modify a fixed-length sample.)


Is there a way to implement pitch shift with SDL_Mixer? Or an
alternate SDL library that would do that (but I also need midi/BGM
support in the mixer)?


For example, DirectX provides it through
DirectSoundBuffer::SetFrequency(frequency), and Allegro provides it
with play_sample(sample, t vol, pan, freq, loop).


Thanks!
SDL_Mixer and speed/pitch shift
David Olofson
Guest

On Monday 06 August 2007, Sylvain Beucler wrote:
Quote:
Nobody using pitch shift here? :/
[...]

Well, I do (in Kobo Deluxe, which uses un unnamed predecessor to
Audiality) - but I wouldn't really recommend using either of those
engines for anything serious at this point. They're both effectively
dead, and I'm working on some rather different solutions to replace
them. (PicoSound for basic streaming/playback/mixing, new Audiality
based on a real time scripting engine for advanced synthesis and
ChipSound for more retro style and less CPU hungry synthesis.)

Depending on what you need though, you might be able to find some
useful code in there. Maybe ripping the resampler (voice) code, and
using SDL_sound for music?

Or, if you're in no particular hurry, you can wait for me to get
PicoSound done. ;-)


//David Olofson - Programmer, Composer, Open Source Advocate

.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
'-- http://www.reologica.se - Rheology instrumentation --'
SDL_Mixer and speed/pitch shift
James Haley
Guest

Hi,

You're correct that SDL_mixer itself doesn't have support for pitch-shifting
sounds. However, since it does give you direct access to the sound stream
buffer via the mixing callback functions (such as the post-mix callback),
you can implement it yourself.

My Eternity Engine Doom port has a rudimentary pitch shifting ability.
Looking at it might give you an idea on what would be involved.
Link to the file:
http://eternity.mancubus.net/svn/trunk/eternity/source/sdl/i_sound.c

EE just does all its own digital sound mixing and then pipes it through
SDL_mixer, which we use mainly for playing music. I should probably note
that our sound engine crashes on some x86 Mac machines due apparently to
some mysterious bug in SDL_mixer or its interaction with some particular
sound driver (it sends us a bad buffer seemingly at random). As of the
latest release, this is still a problem for one of my users, so watch out
for that when accessing the stream buffer directly.

Yours,
James Haley

Quote:
From: Sylvain Beucler <beuc at beuc.net>
Reply-To: "A list for developers using the SDL library. (includes
SDL-announce)" <sdl at lists.libsdl.org>
To: sdl at lists.libsdl.org
Subject: Re: [SDL] SDL_Mixer and speed/pitch shift
Date: Mon, 6 Aug 2007 00:21:36 +0200
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Nobody using pitch shift here? :/

Cheers,

--
Sylvain

On Wed, Aug 01, 2007 at 05:03:15PM +0200, Sylvain Beucler wrote:
Quote:
Hi,

I'd like to use SDL_Mixer to play multiple sounds at once, and with
different speeds for each sound.

This allow, for example, to play a normal voice and an acute voice
from the same sound file, by playing it with a greater frequency for
the acute voice.

This feature (which is often refered to as "pitch shift") seems to be
missing from SDL_Mixer.
(I don't think I can implement it with an SDL_Mixer Effect either,
because the callback can only modify a fixed-length sample.)


Is there a way to implement pitch shift with SDL_Mixer? Or an
alternate SDL library that would do that (but I also need midi/BGM
support in the mixer)?


For example, DirectX provides it through
DirectSoundBuffer::SetFrequency(frequency), and Allegro provides it
with play_sample(sample, t vol, pan, freq, loop).


Thanks!
_______________________________________________
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http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

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SDL_Mixer and speed/pitch shift
Sam Lantinga
Guest

Quote:
I should probably note
that our sound engine crashes on some x86 Mac machines due apparently to
some mysterious bug in SDL_mixer or its interaction with some particular
sound driver (it sends us a bad buffer seemingly at random). As of the
latest release, this is still a problem for one of my users

Can you enter a bug in bugzilla with as much info as possible?
http://bugzilla.libsdl.org

Thanks!
-Sam Lantinga, Lead Software Engineer, Blizzard Entertainment
SDL_Mixer and speed/pitch shift
Sylvain Beucler
Guest

Hi,

I was thinking that was not possible; for example, if you want to play
a sound slower, it takes a bigger buffer to store it, and the callback
works with a fixed-length buffer. So at first glance I believe
SDL_Mixer will stop the pitch-shifted sound before it ends.

Do you think it is possible to bypass this limitation?


Thanks for the link.

--
Sylvain

On Mon, Aug 06, 2007 at 12:27:19AM -0500, James Haley wrote:
Quote:
Hi,

You're correct that SDL_mixer itself doesn't have support for
pitch-shifting sounds. However, since it does give you direct access to the
sound stream buffer via the mixing callback functions (such as the post-mix
callback), you can implement it yourself.

My Eternity Engine Doom port has a rudimentary pitch shifting ability.
Looking at it might give you an idea on what would be involved.
Link to the file:
http://eternity.mancubus.net/svn/trunk/eternity/source/sdl/i_sound.c

EE just does all its own digital sound mixing and then pipes it through
SDL_mixer, which we use mainly for playing music. I should probably note
that our sound engine crashes on some x86 Mac machines due apparently to
some mysterious bug in SDL_mixer or its interaction with some particular
sound driver (it sends us a bad buffer seemingly at random). As of the
latest release, this is still a problem for one of my users, so watch out
for that when accessing the stream buffer directly.

Yours,
James Haley

Quote:
From: Sylvain Beucler <beuc at beuc.net>
Reply-To: "A list for developers using the SDL library. (includes
SDL-announce)" <sdl at lists.libsdl.org>
To: sdl at lists.libsdl.org
Subject: Re: [SDL] SDL_Mixer and speed/pitch shift
Date: Mon, 6 Aug 2007 00:21:36 +0200
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Nobody using pitch shift here? :/

Cheers,

--
Sylvain

On Wed, Aug 01, 2007 at 05:03:15PM +0200, Sylvain Beucler wrote:
Quote:
Hi,

I'd like to use SDL_Mixer to play multiple sounds at once, and with
different speeds for each sound.

This allow, for example, to play a normal voice and an acute voice
from the same sound file, by playing it with a greater frequency for
the acute voice.

This feature (which is often refered to as "pitch shift") seems to be
missing from SDL_Mixer.
(I don't think I can implement it with an SDL_Mixer Effect either,
because the callback can only modify a fixed-length sample.)


Is there a way to implement pitch shift with SDL_Mixer? Or an
alternate SDL library that would do that (but I also need midi/BGM
support in the mixer)?


For example, DirectX provides it through
DirectSoundBuffer::SetFrequency(frequency), and Allegro provides it
with play_sample(sample, t vol, pan, freq, loop).


Thanks!
SDL_Mixer and speed/pitch shift
E. Wing
Guest

Quote:
Is there a way to implement pitch shift with SDL_Mixer? Or an
alternate SDL library that would do that (but I also need midi/BGM
support in the mixer)?

One alternative is OpenAL (+ SDL_sound to decode?). Pitch shifting is
easy in OpenAL, e.g.
alSourcef(mySource1, AL_PITCH, pitch_multiplier);

-Eric
SDL_Mixer and speed/pitch shift
Sylvain Beucler
Guest

Errata: after a little research it appears I aim at "pitch
transposition" / "sample rate conversion" (which changes the length of
the buffer) rather than actual "pitch shifting" (which does not change
the length of the buffer).

Maybe that better explains my worries about implementing it via a
SDL_Mixer callback :)

--
Sylvain

On Mon, Aug 06, 2007 at 07:59:02AM +0200, Sylvain Beucler wrote:
Quote:
Hi,

I was thinking that was not possible; for example, if you want to play
a sound slower, it takes a bigger buffer to store it, and the callback
works with a fixed-length buffer. So at first glance I believe
SDL_Mixer will stop the pitch-shifted sound before it ends.

Do you think it is possible to bypass this limitation?


Thanks for the link.

--
Sylvain

On Mon, Aug 06, 2007 at 12:27:19AM -0500, James Haley wrote:
Quote:
Hi,

You're correct that SDL_mixer itself doesn't have support for
pitch-shifting sounds. However, since it does give you direct access to the
sound stream buffer via the mixing callback functions (such as the post-mix
callback), you can implement it yourself.

My Eternity Engine Doom port has a rudimentary pitch shifting ability.
Looking at it might give you an idea on what would be involved.
Link to the file:
http://eternity.mancubus.net/svn/trunk/eternity/source/sdl/i_sound.c

EE just does all its own digital sound mixing and then pipes it through
SDL_mixer, which we use mainly for playing music. I should probably note
that our sound engine crashes on some x86 Mac machines due apparently to
some mysterious bug in SDL_mixer or its interaction with some particular
sound driver (it sends us a bad buffer seemingly at random). As of the
latest release, this is still a problem for one of my users, so watch out
for that when accessing the stream buffer directly.

Yours,
James Haley

Quote:
From: Sylvain Beucler <beuc at beuc.net>
Reply-To: "A list for developers using the SDL library. (includes
SDL-announce)" <sdl at lists.libsdl.org>
To: sdl at lists.libsdl.org
Subject: Re: [SDL] SDL_Mixer and speed/pitch shift
Date: Mon, 6 Aug 2007 00:21:36 +0200
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Nobody using pitch shift here? :/

Cheers,

--
Sylvain

On Wed, Aug 01, 2007 at 05:03:15PM +0200, Sylvain Beucler wrote:
Quote:
Hi,

I'd like to use SDL_Mixer to play multiple sounds at once, and with
different speeds for each sound.

This allow, for example, to play a normal voice and an acute voice
from the same sound file, by playing it with a greater frequency for
the acute voice.

This feature (which is often refered to as "pitch shift") seems to be
missing from SDL_Mixer.
(I don't think I can implement it with an SDL_Mixer Effect either,
because the callback can only modify a fixed-length sample.)


Is there a way to implement pitch shift with SDL_Mixer? Or an
alternate SDL library that would do that (but I also need midi/BGM
support in the mixer)?


For example, DirectX provides it through
DirectSoundBuffer::SetFrequency(frequency), and Allegro provides it
with play_sample(sample, t vol, pan, freq, loop).


Thanks!
SDL_Mixer and speed/pitch shift
Sylvain Beucler
Guest

On Sun, Aug 05, 2007 at 11:55:15PM -0700, E. Wing wrote:
Quote:
Quote:
Is there a way to implement pitch shift with SDL_Mixer? Or an
alternate SDL library that would do that (but I also need midi/BGM
support in the mixer)?

One alternative is OpenAL (+ SDL_sound to decode?). Pitch shifting is
easy in OpenAL, e.g.
alSourcef(mySource1, AL_PITCH, pitch_multiplier);

Thanks. I had seen OpenAL, though it does not support MIDIs. Do you
know if it is possible to mix 'n match several sound libraries at once
(like alSourcef and MIX_PlayMUS in the program)?

Or maybe I should just try to implement rate conversion in
SDL_Mixer.. :)

--
Sylvain
SDL_Mixer and speed/pitch shift
Torsten Giebl
Guest

Hello !


Quote:
Or maybe I should just try to implement rate conversion in
SDL_Mixer.. Smile


SDL_mixer is really meant to be a simple
play music in the background
and some samples in the foreground.

It was never meant to be a Sound System.
Have you tried Ryan's SDL Sound ?


CU
SDL_Mixer and speed/pitch shift
Sylvain Beucler
Guest

On Mon, Aug 06, 2007 at 10:47:57PM +0200, Torsten Giebl wrote:
Quote:
Hello !


Quote:
Or maybe I should just try to implement rate conversion in
SDL_Mixer.. Smile


SDL_mixer is really meant to be a simple
play music in the background
and some samples in the foreground.

It was never meant to be a Sound System.
Have you tried Ryan's SDL Sound ?

Sorry, I meant that I need the audio library to play unmodified MIDIs
as background and play WAVs at various rates (I don't plan to apply
rate conversion on MIDIs).

I'll see what I can do with using different libraries for those 2
tasks.

--
Sylvain
SDL_Mixer and speed/pitch shift
E. Wing
Guest

I believe SDL_sound does the same technique of WAV conversion for MIDI
as SDL_mixer does so you could still use OpenAL.

I don't know if using both SDL_mixer and OpenAL simultaneously is
going to work consistently across platforms. I have flashbacks to old
Win95 (and 3.1 era) where you would get 'Resource already in use'
errors. I do know that libmikmod is not reentrant and if SDL_mixer and
SDL_sound are both active and using it, you will have serious
problems.

'Native' MIDI is usually a different device/resource on systems, but
all SDL_mixer and SDL_sound are doing is converting them to be played
back like a WAV. I've always had a soft spot for MIDI, but the truth
is that MIDI is pretty much dead outside the musician realm. In my
opinion, if all you care about is background music, you're much better
off dropping MIDI and not worrying about it. If you use MIDIs, you
will be at the mercy of the quality of samples SDL_sound and
SDL_mixer's converters use which aren't stellar. If there are MIDIs
you really like and want to use, you are much better off getting an
old Roland Sound Canvas or Yamaha MU (or both) and recording the song
to WAV (or MP3, Ogg, etc) and just using that and shipping the
recording ensuring everybody gets a high quality sound track. (Some
old games at the end of the MIDI era shipped both MIDI support and
recorded music. The recorded music was often a recording of the MIDI
playback on the Roland Sound Canvas SCC-1 or SC-55. Recorded music was
enabled if you kept the CD in the drive so everybody could experience
a higher quality of music and didn't require you to own a Sound
Canvas. Warcraft 2 did it this way.)

Conversely, you could also write or find something that accesses the
MIDI device directly so MIDI gets played back on the separate/native
device. (PortMusic/PortMIDI might do this.) And FYI, native MIDI would
give you incredible control over 'rate conversion' as you can
dynamically change the key (e.g. octave) and tempo independently
without requiring one affecting the other. But for instrument/playback
quality, you will be at the mercy of the built in MIDI device on the
system, and a lot of them are really bad. This is why MIDI has such a
bad reputation among the mainstream.

-Eric

On 8/6/07, Sylvain Beucler <beuc at beuc.net> wrote:
Quote:
On Mon, Aug 06, 2007 at 10:47:57PM +0200, Torsten Giebl wrote:
Quote:
Hello !


Quote:
Or maybe I should just try to implement rate conversion in
SDL_Mixer.. Smile


SDL_mixer is really meant to be a simple
play music in the background
and some samples in the foreground.

It was never meant to be a Sound System.
Have you tried Ryan's SDL Sound ?

Sorry, I meant that I need the audio library to play unmodified MIDIs
as background and play WAVs at various rates (I don't plan to apply
rate conversion on MIDIs).

I'll see what I can do with using different libraries for those 2
tasks.

--
Sylvain
_______________________________________________
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
AntTheAlchemist


Joined: 13 Feb 2015
Posts: 60
Location: UK
I'm still searching for a pitch / speed option for SDL_Mixer. Are there any recent developments?

I know some of you have written your own mixers; something that's beyond my scope of ability without investing a lot of time to understand how to do the same.

Surely, if the music part of SDL_Mixer can play samples at different pitches to produce the correct notes, can't the same effect be applied to samples?