### Basic SoundFlow MIDI Player Setup Source: https://github.com/sinshu/meltysynth/blob/main/Examples/SoundFlow/README.md Initializes the MiniAudio engine, creates a MidiPlayer, loads a SoundFont and a MIDI file, and plays the file. Requires a SoundFont file (e.g., TimGM6mb.sf2) and a MIDI file. ```csharp using System; using SoundFlow.Backends.MiniAudio; using SoundFlow.Components; using SoundFlow.Enums; using MeltySynth; class Program { static void Main() { using (var engine = new MiniAudioEngine(44100, Capability.Playback)) { var player = new MidiPlayer("TimGM6mb.sf2", engine.SampleRate); Mixer.Master.AddComponent(player); // Load the MIDI file. var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } } } ``` -------------------------------- ### Raylib-cs MIDI Player Implementation Source: https://github.com/sinshu/meltysynth/blob/main/Examples/Raylib_cs/README.md This C# code snippet shows a complete example of initializing Raylib, setting up an audio stream, and playing a MIDI file using MeltySynth. It handles audio buffer processing and rendering within the main game loop. ```csharp using System; using Raylib_cs; using MeltySynth; class Program { static int sampleRate = 44100; static int bufferSize = 4096; unsafe static void Main() { Raylib.InitWindow(800, 450, "MIDI Player"); Raylib.InitAudioDevice(); Raylib.SetAudioStreamBufferSizeDefault(bufferSize); var stream = Raylib.LoadAudioStream((uint)sampleRate, 16, 2); var buffer = new short[2 * bufferSize]; Raylib.PlayAudioStream(stream); var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); var sequencer = new MidiFileSequencer(synthesizer); var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); sequencer.Play(midiFile, true); Raylib.SetTargetFPS(60); while (!Raylib.WindowShouldClose()) { if (Raylib.IsAudioStreamProcessed(stream)) { sequencer.RenderInterleavedInt16(buffer); fixed (short* p = buffer) { Raylib.UpdateAudioStream(stream, p, bufferSize); } } Raylib.BeginDrawing(); Raylib.ClearBackground(Color.LIGHTGRAY); Raylib.DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, Color.DARKGRAY); Raylib.EndDrawing(); } Raylib.CloseWindow(); } } ``` -------------------------------- ### Synthesize Melody by Rendering Blocks Source: https://github.com/sinshu/meltysynth/blob/main/README.md This example synthesizes a melody by processing and rendering audio in short blocks. It defines a melody as a sequence of start time, end time, and pitch, then renders the audio over a specified duration. Requires a SoundFont file and sample rate. ```csharp // Create the synthesizer. var sampleRate = 44100; var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); // The length of a block is 0.1 sec. var blockSize = sampleRate / 10; // The entire output is 3 sec. var blockCount = 30; // Define the melody. // A single row indicates the start timing, end timing, and pitch. var data = new int[][] { new int[] { 5, 10, 60 }, new int[] { 10, 15, 64 }, new int[] { 15, 25, 67 } }; // The output buffer. var left = new float[blockSize * blockCount]; var right = new float[blockSize * blockCount]; for (var t = 0; t < blockCount; t++) { // Process the melody. foreach (var row in data) { if (t == row[0]) synthesizer.NoteOn(0, row[2], 100); if (t == row[1]) synthesizer.NoteOff(0, row[2]); } // Render the block. var blockLeft = left.AsSpan(blockSize * t, blockSize); var blockRight = right.AsSpan(blockSize * t, blockSize); synthesizer.Render(blockLeft, blockRight); } ``` -------------------------------- ### Install MeltySynth NuGet Package Source: https://github.com/sinshu/meltysynth/blob/main/README.md Use this PowerShell command to install the MeltySynth NuGet package into your .NET project. ```powershell Install-Package MeltySynth ``` -------------------------------- ### MonoGame MIDI Player Implementation Source: https://github.com/sinshu/meltysynth/blob/main/Examples/MonoGame/README.md This C# code snippet shows a basic MonoGame application setup for playing MIDI files. It initializes the MidiPlayer with a SoundFont, loads a MIDI file, and handles playback within the game's Update loop. Ensure the SoundFont and MIDI file paths are correct. ```csharp using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Graphics; using MeltySynth; public class Game1 : Game { private GraphicsDeviceManager graphics; private MidiPlayer midiPlayer; private MidiFile midiFile; public Game1() { graphics = new GraphicsDeviceManager(this); } protected override void LoadContent() { midiPlayer = new MidiPlayer("TimGM6mb.sf2"); midiFile = new MidiFile(@"C:\Windows\Media\flourish.mid"); } protected override void UnloadContent() { midiPlayer.Dispose(); } protected override void Update(GameTime gameTime) { if (midiPlayer.State == SoundState.Stopped) { midiPlayer.Play(midiFile, true); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); base.Draw(gameTime); } } ``` -------------------------------- ### Mute MIDI Track by Channel Source: https://github.com/sinshu/meltysynth/blob/main/README.md Mutes a specific MIDI track by intercepting and discarding messages on the percussion channel (channel 9). Requires synthesizer and sequencer setup. ```csharp var sampleRate = 44100; var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); var sequencer = new MidiFileSequencer(synthesizer); sequencer.OnSendMessage = (synthesizer, channel, command, data1, data2) => { if (channel == 9) { return; } synthesizer.ProcessMidiMessage(channel, command, data1, data2); }; sequencer.Play(midiFile, false); var left = new float[(int)(sampleRate * midiFile.Length.TotalSeconds)]; var right = new float[(int)(sampleRate * midiFile.Length.TotalSeconds)]; sequencer.Render(left, right); ``` -------------------------------- ### Initialize and Play MIDI with CSCore Source: https://github.com/sinshu/meltysynth/blob/main/Examples/CSCore/README.md Initializes a MidiWaveSource with a soundfont, plays a MIDI file, and manages audio output using WaveOut. Ensure 'TimGM6mb.sf2' and the MIDI file path are valid. ```csharp using System; using CSCore.SoundOut; using MeltySynth; class Program { static void Main() { var player = new MidiWaveSource("TimGM6mb.sf2"); using (var waveOut = new WaveOut()) { waveOut.Initialize(player); waveOut.Play(); // Load the MIDI file. var midiFile = new MidiFile(@"C:\Windows\Media\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } } } ``` -------------------------------- ### Synthesize MIDI Audio with Program Change Source: https://github.com/sinshu/meltysynth/blob/main/README.md Demonstrates initializing a synthesizer with a SoundFont, changing the instrument using a MIDI program change command, and rendering a short audio buffer. Requires a SoundFont file and a sample rate. ```csharp // Create the synthesizer. var sampleRate = 44100; var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); // Change the instrument to electric guitar (#30). synthesizer.ProcessMidiMessage(0, 0xC0, 30, 0); // Play some notes (middle C, E, G). synthesizer.NoteOn(0, 60, 100); synthesizer.NoteOn(0, 64, 100); synthesizer.NoteOn(0, 67, 100); // The output buffer (3 seconds). var left = new float[3 * sampleRate]; var right = new float[3 * sampleRate]; // Render the waveform. synthesizer.Render(left, right); ``` -------------------------------- ### SDL2# MIDI Player Initialization and Playback Source: https://github.com/sinshu/meltysynth/blob/main/Examples/SDL2/README.md This C# snippet shows how to initialize an SDL2 audio device and play a MIDI file using the MeltySynth library. Ensure you have a SoundFont file (e.g., TimGM6mb.sf2) and a MIDI file available. ```cs using System; using SDL2; using MeltySynth; class Program { static void Main() { var player = new MidiPlayer("TimGM6mb.sf2"); SDL.SDL_InitSubSystem(SDL.SDL_INIT_AUDIO); var desired = new SDL.SDL_AudioSpec(); desired.freq = 44100; desired.format = SDL.AUDIO_F32; desired.channels = 2; desired.samples = 4096; desired.callback = player.ProcessAudio; var obtained = new SDL.SDL_AudioSpec(); var name = SDL.SDL_GetAudioDeviceName(0, 0); var device = SDL.SDL_OpenAudioDevice(name, 0, ref desired, out obtained, (int)SDL.SDL_AUDIO_ALLOW_ANY_CHANGE); if (device == 0) { throw new Exception("Failed to open the audio device."); } SDL.SDL_PauseAudioDevice(device, 0); // Load the MIDI file. var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); SDL.SDL_CloseAudioDevice(device); SDL.SDL_QuitSubSystem(SDL.SDL_INIT_AUDIO); } } ``` -------------------------------- ### Basic DrippyAL MIDI Player Implementation Source: https://github.com/sinshu/meltysynth/blob/main/Examples/DrippyAL/README.md This C# snippet shows how to initialize a MidiPlayer with a SoundFont, set up an AudioDevice and AudioStream, load a MIDI file, and play it using DrippyAL. ```csharp using System; using DrippyAL; using MeltySynth; class Program { static void Main() { var midiPlayer = new MidiPlayer("TimGM6mb.sf2"); using (var device = new AudioDevice()) using (var stream = new AudioStream(device, 44100, 2)) { stream.Play(midiPlayer.FillBlock); // Load the MIDI file. var midiFile = new MidiFile(@"C:\Windows\Media\flourish.mid"); // Play the MIDI file. midiPlayer.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } } } ``` -------------------------------- ### NAudio MIDI Player with SoundFont Source: https://github.com/sinshu/meltysynth/blob/main/Examples/NAudio/README.md This C# snippet shows how to initialize a MidiSampleProvider with a SoundFont, play a MIDI file using WaveOut, and handle playback. ```csharp using System; using NAudio.Wave; using MeltySynth; class Program { static void Main() { var player = new MidiSampleProvider("TimGM6mb.sf2"); using (var waveOut = new WaveOut(WaveCallbackInfo.FunctionCallback())) { waveOut.Init(player); waveOut.Play(); // Load the MIDI file. var midiFile = new MidiFile(@"C:\Windows\Media\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } } } ``` -------------------------------- ### MIDI Player with Silk.NET and SDL Source: https://github.com/sinshu/meltysynth/blob/main/Examples/Silk.NET.SDL/README.md This C# code snippet shows how to initialize SDL audio, open an audio device, and play a MIDI file using Silk.NET and MeltySynth. Ensure you have the 'TimGM6mb.sf2' SoundFont and a MIDI file available. ```csharp using System; using Silk.NET.SDL; using MeltySynth; class Program { unsafe static void Main() { var player = new MidiPlayer("TimGM6mb.sf2"); using (var sdl = Sdl.GetApi()) { sdl.InitSubSystem(Sdl.InitAudio); var desired = new AudioSpec(); desired.Freq = 44100; desired.Format = Sdl.AudioF32; desired.Channels = 2; desired.Samples = 4096; desired.Callback = new PfnAudioCallback(new AudioCallback(player.ProcessAudio)); var device = sdl.OpenAudioDevice((string)null, 0, ref desired, null, (int)Sdl.AudioAllowAnyChange); if (device == 0) { throw sdl.GetErrorAsException(); } sdl.PauseAudioDevice(device, 0); // Load the MIDI file. var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); sdl.CloseAudioDevice(device); sdl.QuitSubSystem(Sdl.InitAudio); } } } ``` -------------------------------- ### MIDI Player with TinyAudio and DirectSound Source: https://github.com/sinshu/meltysynth/blob/main/Examples/TinyAudio/README.md This C# snippet shows how to initialize a MidiPlayer with a SoundFont, configure DirectSound for audio playback, and play a MIDI file. Ensure you have a SoundFont file (e.g., TimGM6mb.sf2) and a MIDI file (e.g., flourish.mid) available. ```cs using System; using TinyAudio; using MeltySynth; class Program { static void Main() { var midiPlayer = new MidiPlayer("TimGM6mb.sf2"); var format = new AudioFormat(44100, 2, SampleFormat.SignedPcm16); var bufferLength = TimeSpan.FromMilliseconds(200); using (var player = new DirectSoundAudioPlayer(format, bufferLength)) { player.BeginPlayback(midiPlayer.ProcessAudio); // Load the MIDI file. var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); // Play the MIDI file. midiPlayer.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } } } ``` -------------------------------- ### Play MIDI File with OpenTK and MeltySynth Source: https://github.com/sinshu/meltysynth/blob/main/Examples/OpenTK/README.md This C# snippet shows how to initialize OpenAL, load a SoundFont and a MIDI file, and play the MIDI file using the MidiPlayer class. Ensure you have a SoundFont file (e.g., TimGM6mb.sf2) and a MIDI file available. ```cs using System; using OpenTK.Audio.OpenAL; using MeltySynth; class Program { unsafe static void Main() { var device = ALC.OpenDevice(null); var context = ALC.CreateContext(device, (int*)null); ALC.MakeContextCurrent(context); AL.GetError(); using (var player = new MidiPlayer("TimGM6mb.sf2")) { // Load the MIDI file. var midiFile = new MidiFile(@"C:\Windows\Media\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } ALC.DestroyContext(context); ALC.CloseDevice(device); } } ``` -------------------------------- ### MIDI Player Implementation Source: https://github.com/sinshu/meltysynth/blob/main/Examples/Raylib_CsLo/README.md This C# code snippet shows how to set up a MIDI player with Raylib-CsLo. It initializes the window and audio device, loads a MIDI file, and plays it using a synthesizer and sequencer. The audio stream is updated in a loop. ```csharp using System; using Raylib_CsLo; using MeltySynth; class Program { static int sampleRate = 44100; static int bufferSize = 4096; static void Main() { Raylib.InitWindow(800, 450, "MIDI Player"); Raylib.InitAudioDevice(); Raylib.SetAudioStreamBufferSizeDefault(bufferSize); var stream = Raylib.LoadAudioStream((uint)sampleRate, 16, 2); var buffer = new short[2 * bufferSize]; Raylib.PlayAudioStream(stream); var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); var sequencer = new MidiFileSequencer(synthesizer); var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); sequencer.Play(midiFile, true); Raylib.SetTargetFPS(60); while (!Raylib.WindowShouldClose()) { if (Raylib.IsAudioStreamProcessed(stream)) { sequencer.RenderInterleavedInt16(buffer); Raylib.UpdateAudioStream(stream, buffer.AsSpan(), bufferSize); } Raylib.BeginDrawing(); Raylib.ClearBackground(Raylib.LIGHTGRAY); Raylib.DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, Raylib.DARKGRAY); Raylib.EndDrawing(); } Raylib.CloseWindow(); } } ``` -------------------------------- ### MIDI Player with Silk.NET and OpenAL Source: https://github.com/sinshu/meltysynth/blob/main/Examples/Silk.NET.OpenAL/README.md This C# code snippet shows how to initialize OpenAL using Silk.NET, load a SoundFont, play a MIDI file, and handle resource management. It requires the 'Silk.NET.OpenAL' and 'MeltySynth' libraries. ```csharp using System; using Silk.NET.OpenAL; using MeltySynth; class Program { unsafe static void Main() { using (var alc = ALContext.GetApi(true)) using (var al = AL.GetApi(true)) { var device = alc.OpenDevice(""); var context = alc.CreateContext(device, null); alc.MakeContextCurrent(context); al.GetError(); using (var player = new MidiPlayer(al, "TimGM6mb.sf2")) { // Load the MIDI file. var midiFile = new MidiFile(@"C:\Windows\Media\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } alc.DestroyContext(context); alc.CloseDevice(device); } } } ``` -------------------------------- ### Play MIDI File with SFML.Net Source: https://github.com/sinshu/meltysynth/blob/main/Examples/SFML.Net/README.md Loads a SoundFont and a MIDI file, then plays the MIDI file using SFML.Net. Ensure 'TimGM6mb.sf2' and the specified MIDI file exist. ```csharp using System; using MeltySynth; class Program { static void Main() { using (var player = new MidiPlayer("TimGM6mb.sf2")) { // Load the MIDI file. var midiFile = new MidiFile(@"C:\Windows\Media\flourish.mid"); // Play the MIDI file. player.Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); } } } ``` -------------------------------- ### Sokol_csharp MIDI Player Implementation Source: https://github.com/sinshu/meltysynth/blob/main/Examples/Sokol/README.md This C# code sets up an audio stream using Sokol_csharp and plays a MIDI file using MeltySynth. It includes audio processing callback and playback control. ```cs using System; using System.Runtime.InteropServices; using Sokol; using MeltySynth; class Program { static Synthesizer synthesizer = new Synthesizer("TimGM6mb.sf2", 44100); static MidiFileSequencer sequencer = new MidiFileSequencer(synthesizer); static object mutex = new object(); unsafe static void Main() { var desc = new Audio.Desc(); desc.SampleRate = synthesizer.SampleRate; desc.NumChannels = 2; desc.StreamCb = (delegate* unmanaged)&ProcessAudio; Audio.Setup(in desc); if (!Audio.Isvalid()) { throw new Exception("Failed to setup audio."); } // Load the MIDI file. var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); // Play the MIDI file. Play(midiFile, true); // Wait until any key is pressed. Console.ReadKey(); Audio.Shutdown(); } [UnmanagedCallersOnly] unsafe static void ProcessAudio(float* buffer, int numFrames, int numChannels) { lock (mutex) { sequencer.RenderInterleaved(new Span(buffer, 2 * numFrames)); } } static void Play(MidiFile midiFile, bool loop) { lock (mutex) { sequencer.Play(midiFile, loop); } } static void Stop() { lock (mutex) { sequencer.Stop(); } } } ``` -------------------------------- ### Enumerate Presets in SoundFont Source: https://github.com/sinshu/meltysynth/blob/main/README.md This snippet shows how to list all presets within a SoundFont, displaying their bank and patch numbers along with their names. The SoundFont file must be accessible. ```csharp var soundFont = new SoundFont("TimGM6mb.sf2"); foreach (var preset in soundFont.Presets) { var bankNumber = preset.BankNumber.ToString("000"); var patchNumber = preset.PatchNumber.ToString("000"); Console.WriteLine($"{bankNumber}:{patchNumber} {preset.Name}"); } ``` -------------------------------- ### Enumerate Samples in SoundFont Source: https://github.com/sinshu/meltysynth/blob/main/README.md Use this snippet to list all sample names contained within a SoundFont file. Ensure the SoundFont file is accessible. ```csharp var soundFont = new SoundFont("TimGM6mb.sf2"); foreach (var sample in soundFont.SampleHeaders) { Console.WriteLine(sample.Name); } ``` -------------------------------- ### MIDI Player Scene Implementation Source: https://github.com/sinshu/meltysynth/blob/main/Examples/DotFeather/README.md This C# code defines a scene for DotFeather that plays a MIDI file. It requires a SoundFont file (TimGM6mb.sf2) and a MIDI file. Ensure the SoundFont is accessible and the MIDI file path is correct. ```csharp using System; using System.Collections.Generic; using System.Drawing; using DotFeather; using MeltySynth; class MidiExampleScene : Scene { private AudioPlayer audioPlayer; private MidiAudioStream audioStream; public MidiExampleScene() { audioPlayer = new AudioPlayer(); audioStream = new MidiAudioStream("TimGM6mb.sf2"); // Load the MIDI file. var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); // Play the MIDI file. audioStream.Play(midiFile, true); } public override void OnStart(Dictionary args) { Title = "MIDI file playback example"; DF.Window.BackgroundColor = Color.LightGray; DF.Root.Add( new TextElement("Music should be playing!", DFFont.GetDefault(30), Color.DimGray) { Location = new Vector(10, 10) }); audioPlayer.Play(audioStream); } public override void OnDestroy() { audioPlayer.Stop(); audioPlayer.Dispose(); } static void Main() { DF.Run(); } } ``` -------------------------------- ### Synthesize a Simple Chord Source: https://github.com/sinshu/meltysynth/blob/main/README.md This snippet demonstrates how to synthesize a simple chord by playing individual notes. Ensure the SoundFont file is accessible. ```csharp var sampleRate = 44100; var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); synthesizer.NoteOn(0, 60, 100); synthesizer.NoteOn(0, 64, 100); synthesizer.NoteOn(0, 67, 100); var left = new float[3 * sampleRate]; var right = new float[3 * sampleRate]; synthesizer.Render(left, right); ``` -------------------------------- ### Enumerate Instruments in SoundFont Source: https://github.com/sinshu/meltysynth/blob/main/README.md This code iterates through and prints the names of all instruments defined in a SoundFont. The SoundFont file must be present. ```csharp var soundFont = new SoundFont("TimGM6mb.sf2"); foreach (var instrument in soundFont.Instruments) { Console.WriteLine(instrument.Name); } ``` -------------------------------- ### Synthesize a MIDI File Source: https://github.com/sinshu/meltysynth/blob/main/README.md This snippet shows how to synthesize an entire MIDI file. It requires a MIDI file and a SoundFont. The output buffer size is determined by the MIDI file's length. ```csharp var sampleRate = 44100; var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); var midiFile = new MidiFile("flourish.mid"); var sequencer = new MidiFileSequencer(synthesizer); sequencer.Play(midiFile, false); var left = new float[(int)(sampleRate * midiFile.Length.TotalSeconds)]; var right = new float[(int)(sampleRate * midiFile.Length.TotalSeconds)]; sequencer.Render(left, right); ``` -------------------------------- ### Include MeltySynth Namespace Source: https://github.com/sinshu/meltysynth/blob/main/README.md Add this using statement to access all classes within the MeltySynth namespace in your C# code. ```csharp using MeltySynth; ``` -------------------------------- ### Change MIDI Instruments Source: https://github.com/sinshu/meltysynth/blob/main/README.md Replaces the default instrument for all MIDI messages on a given channel with a specified instrument (e.g., electric guitar, instrument index 30). This is achieved by overriding the OnSendMessage event. ```csharp var sampleRate = 44100; var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); var sequencer = new MidiFileSequencer(synthesizer); sequencer.OnSendMessage = (synthesizer, channel, command, data1, data2) => { if (command == 0xC0) { data1 = 30; } synthesizer.ProcessMidiMessage(channel, command, data1, data2); }; sequencer.Play(midiFile, false); var left = new float[(int)(sampleRate * midiFile.Length.TotalSeconds)]; var right = new float[(int)(sampleRate * midiFile.Length.TotalSeconds)]; sequencer.Render(left, right); ``` -------------------------------- ### Change MIDI Playback Speed Source: https://github.com/sinshu/meltysynth/blob/main/README.md Adjusts the playback speed of a MIDI file. Ensure the synthesizer and sequencer are initialized before use. The output buffer size is calculated based on the new speed. ```csharp var sampleRate = 44100; var synthesizer = new Synthesizer("TimGM6mb.sf2", sampleRate); var midiFile = new MidiFile(@"C:\\Windows\\Media\\flourish.mid"); var sequencer = new MidiFileSequencer(synthesizer); sequencer.Play(midiFile, false); sequencer.Speed = 1.5F; var left = new float[(int)(sampleRate * midiFile.Length.TotalSeconds / sequencer.Speed)]; var right = new float[(int)(sampleRate * midiFile.Length.TotalSeconds / sequencer.Speed)]; sequencer.Render(left, right); ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.