> On Monday, April 23, 2012, Tom Breton (Tehom) wrote:
>
>> What was happening is that (as we talked about before) we manage
>> percussion-ness by managing the channel number. But as long as a track
>> remains selected or armed, it holds onto the channel that it has. Same
>> channel number, same percussion-ness. A track needs to re-think its
>> channel number when its instrument changes percussion-ness. So I will
>> make it do that.
>
> Let's say track 13 playing through General MIDI #13 grabs onto channel 5.
> Why
> does this instrument need to give up channel 5 for some other channel?
> Why
> not just continue using channel 5, and now channel 5 is another percussion
> channel?
I probably explained it poorly. It doesn't give up its channel, it checks
it and only gives it up if it has to switch. The code is this:
// If we already have a valid channel and it has the right
// percussion-ness, we're done.
if (channel >= 0) {
bool isInstrumentPercussion = instrument.isPercussion();
bool isChannelPercussion = isPercussion(channel);
if (isInstrumentPercussion == isChannelPercussion) { return
channel; }
}
> The only special channel is 10, which is normally set to percussion by
> default. With most setups out there, it is possible to change this, so
> that
> channel 10 is just another melodic channel, and it is also possible to set
> any
> other arbitrary channel to play percussion. My particular Roland can play
> percussion on any two channels. QSynth with this FluidSoundfont thing can
> play percussion on all 16 channels if you care to set it up that way.
> Most
> everything out there is similar to the latter setup.
Right. You and I hashed this out a few months back. I thought we had
decided that although in principle we could support an understanding of
how each particular type of device treats percussion, that would be a lot
of work, so in practice we were going to treat channel 10 as being
percussion and use fixed channels when more was required.
Tom Breton (Tehom)
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