Den 2017-07-19 kl. 13:24, skrev Christian Schoenebeck:
> On Wednesday, July 19, 2017 10:27:47 you wrote:
>> Hi,
>> I noticed that years ago, but never been able to investigate it, thanks for
>> fixed it. (I used loopmode=one_shot to partially resolve this) While you
>> are watching the EG behaviour, could you please check the ahdsr ramps?
>> Weeks ago I started to write documentation for these opcodes, and I noticed
>> two things I don't know are corrects: 1. Ampeg_decay value should be the
>> time (in seconds) the AMPEG envelope takes to go from "hold" to "sustain",
>> but actually is shorter. 2. Ampeg_release ramp is not linear, while attack
>> and decay are linear.
> No idea about those two. Maybe Andreas can comment on this?
> It could be a left over from the gig engine's EGs. Because the sfz engine was
> originally "branched" from the gig engine and then elements were replaced one
> by one for the required, expected sfz behaviors.
I fine tuned the sfz EG and modeled it after SFZ Player and Rapture 
2010-01-30. So, that the attack is linear and the decay and release are 
exponential are deliberate (didn't even the original sfz spec say that 
it should be like that? I don't remember). For exponentials the 
interpretation of time values is hard as it depends on how close to the 
target level you count as finished, but I tried to make the calculation 
as close as possible to the SFZ Player/Rapture behavior.

/Andreas

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