j...@resonance.org wrote:
On the other hand, we have people relying on sound effects not being
looped endlessly (as pointed out by Christian).
I think the answer to that, is to always honor note-offs for looped
instruments.
This will fail on many percussion sounds in a GM bank that have a looped
tail (tom toms in GeneralUser, TR-808 bass drum, cymbals, etc.).
Nobody has said anything about my proposed solution to this problem. I
hate to be a pain, but it really is an ideal solution that eliminates
the need for all of this discussion about when to note-off or not.
To reiterate my idea:
In my plan, note-off events wouldn't be eliminated, but instead required
to be at least 8 ms after the note-on event. We'd simply be creating 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 the technique that Creative uses in
their SoundFont playback engine, because I can't find any evidence that
they are ever ignoring note-offs.
I believe my idea solves the drums-not-sounding problem without creating
any new ones. It completely solves the headache of "which notes do we
still need note-offs for", it eliminates the risk of possible "stuck"
notes. It can be used for GM/GS/XG, whatever. I would even say that
you could use this technique by default regardless of whether GM/GS mode
is enabled or not, because there are *no* adverse effects. Only benefits.
-~Chris
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