Re: [fluid-dev] Short note durations on percussion channel

2009-10-08 Thread S. Christian Collins
Josh, Just to clarify, note durations wouldn't be extended if they were already long enough--we'd simply be setting a minimum possible note duration (8-10 ms) to allow the note to get through the attack phase. As far as I can tell from my testing in the past, this appears to be similar to th

Re: [fluid-dev] Short note durations on percussion channel

2009-10-08 Thread josh
Quoting "S. Christian Collins" : Josh, I think your resolution is reasonable, and it seems it will only really affect GM/GS MIDI files, and not other usage, so that's good. The reason I brought up the GS sound effects bank (patch 56 on the percussion channel, if memory serves me correctly) is t

Re: [fluid-dev] Short note durations on percussion channel

2009-10-08 Thread S. Christian Collins
Josh, I think your resolution is reasonable, and it seems it will only really affect GM/GS MIDI files, and not other usage, so that's good. The reason I brought up the GS sound effects bank (patch 56 on the percussion channel, if memory serves me correctly) is that many of the sounds are loo

Re: [fluid-dev] Short note durations on percussion channel

2009-10-08 Thread josh
If a composer is using percussion sounds on a non-percussion MIDI channel in GM/GS mode, then its up to them to ensure that the note durations are long enough. At least as far as the standard is concerned, which is what we should follow. Josh Quoting David Henningsson : S. Christian Coll

Re: [fluid-dev] Short note durations on percussion channel

2009-10-08 Thread josh
Hello Chris, I realize I didn't respond to these emails and kind of just proceeded to implement things. I'm personally convinced that ignoring note-offs on the percussion channel, when GM/GS mode is enabled, is the way it should be done (its defined in the standard after all and most man

Re: [fluid-dev] Short note durations on percussion channel

2009-10-04 Thread David Henningsson
j...@resonance.org skrev: >> As I said in a comment to http://fluidsynth.resonance.org/trac/ticket/1 >> , the problem is that we never get through the attack phase. So I still >> think delaying the note-off could be a good workaround. But Christian >> could perhaps suggest a good default value for

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread S. Christian Collins
Well, another way of dealing with this would be to set a minimum duration that notes could sound at. I'm not sure the numbers that are used "under the hood", but say, for example, a note duration of 0, 1 or 2 would always play as 2. I think we need to prevent the scenario where a note with a

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread josh
I had a brief look over TiMidity++ code. The license is GPL and therefore not compatible with FluidSynth, so its just for reference.. I have up until now not really looked much at TiMidity++. It looks really powerful and seems to emulate tons of different synthesizer modules and what not

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread David Henningsson
S. Christian Collins skrev: > Josh, > > Thanks for explaining the true nature of the problem--I misunderstood. > I would like to propose the following for the percussion track: > >* A note-off event received before the attack phase is completed > would be delayed until completion of the

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread S. Christian Collins
Josh, Thanks for explaining the true nature of the problem--I misunderstood. I would like to propose the following for the percussion track: * A note-off event received before the attack phase is completed would be delayed until completion of the attack phase, unless the attack p

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread josh
In a recent case, a user sent me a MIDI file that had 4 to 5ms duration percussion notes. A lot of this is snare notes. I tested it with your GeneralUser GS and most of the percussion track is missing, because of the short duration notes. We've had this complaint a lot. I know that just

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread David Henningsson
S. Christian Collins skrev: > My 2 cents: I'm pretty sure the Creative synths don't ignore note-off, > and I don't think it's necessary, because this should be taken care of > in the SoundFont design, IMO. In the SoundFont's percussion bank, the > release phase of each sample allows the drum to be

Re: [fluid-dev] Short note durations on percussion channel

2009-10-03 Thread S. Christian Collins
My 2 cents: I'm pretty sure the Creative synths don't ignore note-off, and I don't think it's necessary, because this should be taken care of in the SoundFont design, IMO. In the SoundFont's percussion bank, the release phase of each sample allows the drum to be sustained even when the note is

[fluid-dev] Short note durations on percussion channel

2009-10-03 Thread josh
I think the short note duration ticket should be fixed before 1.1.0 is released (I seem to remember David suggesting this too?). I just found a PDF file called GM Guidelines Version 2. http://www.midi.org/techspecs/gmguide2.pdf On page 20, there is a section on response to Note-off on Chann