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
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
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
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
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
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
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
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
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
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
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
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
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
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
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