The "too many instruments" argument is valid, but a broken record at this
point. People use all of them and they aren't really hurting anything
except perhaps learning due to complexity at the moment, but that is where
the presets make the number of instruments a non-issue.
We ship with a lot of instruments for a few reasons, but one major one is
that we've historically made new plugins rather than making super plugins.
*SUPERPAT:*
For example, these plugins could be one single super plugin since they all
play patch files:
- Gig player
- SF2 player
- Patman player
These could be combined into a single plugin which simply plays Patch
instrument files called "SuperPat" for example.
Obstacles for "SuperPat":
- Plugin library dependencies are different between fluidsynth and libgig
- DSP functionality likely varies between plugins
- We need to break good working code for this consolation
- Code may be harder to debug and be more complex
Possible work-arounds to these limitations:
- Make "SuperPat" a wrapper plugin and hide Gig/SF2/Patman until a patch
file is chosen
- Rename Gig "SuperGig"
- Rename SF2 "SuperFont"
- Rename Patman "SuperPat"
- Consolidate knobs and artwork to make the experience more seemless
*MONSTRO*:
- Treat same as SuperPat, except allow toggle between Monstro and
TripleOscillator.
*WATSYN:*
- Treat same as SuperPat, except allow toggle between BitInvader, Vibed
and Watsyn.
*NESCALINE*
- Treat same as SuperPat, except allow toggle between Freeboy, Sfxr,
Nescaline.
*OTHERS*
- Perhaps combine a few others
But this is not only a lot of work, it doesn't really add a whole lot of
immediate value to our project.
> Third Example: a Sampler made for drums. The user can decide what
> imported sample goes in what key.
#1460 <https://github.com/LMMS/lmms/issues/1460>
As far as the size of them, yeah, that's on the radar too.
-Tres
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