> On Saturday, January 28, 2012, Tom Breton (Tehom) wrote:
>
>> Julie, I know that GM2 can support multiple percussion channels, but I
>> have been unable to find out how to switch that on and off.
>
> Even if you knew, that would only work for GM2 devices, and you can't
> assume
> that's what somebody has.  There would have to be some way to specify, and
> we'd have to update 150 odd device definitions, mostly for obscure one-off
> hardware nobody else ever heard of, which we'd have to try to look up, and
> come up with incorrect results much of the time.
>
> I don't think it could possibly be worth it, personally.

Thanks for the info.  I agree, I don't feel it would be worth it either. 
Now I'm just trying to tie up the loose ends of what I've done already.

If someone else does want to tackle it, I have to amend something I just
said.  My code should be able to cope (that's hope talking) if two things
are done:

 * make MidiDevice::isPercussionNumber smarter
 * kick auto instruments off every channel whose meaning changed (Have
AllocateChannels emit sigVacateChannel).  They'll find new homes.

        Tom Breton (Tehom)



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