Hello Antoine,
I think FluidSynth processes controller changes per its internal buffer
size, which I believe is usually 64 samples. So updating at only 24 or
50 fps I think would likely be very perceptible. Of course it all
depends on how fast the controller is changing. If you are using
FluidSynth as a library, you could provide this functionality yourself
of course. You can render a buffer of audio at a time, of any length,
using fluid_synth_write_s16 and fluid_synth_write_float. So you could
create your own thread at that point, and interpolate controller
changes. Your software would likely have a better idea of the best way
to interpolate those values as well. This type of functionality could
be nice in FluidSynth as well, but it probably wouldn't get added for a