Peter Eastman wrote
> I'm not sure which approach is better.  That depends on how the
> synthesizers are implemented, and I'm not at all familiar with the
> MuseScore source code.  (I've skimmed it a bit, but that's all.)

Well I can tell you that at synthesiser level both Zerberus and FluidSynth
are using MIDI as the bottom level communication protocol, but I am not
familiar with the higher level source code either.

SFZ synths currently fall into 3 types - SFZ 1.0, SFZ 2.0 and Plogue - and
then there is Zerberus which currently only recognises a subset of SFZ 2.0
opcodes, although I think we have a GSOC student working on inmproving that.

The problem you are going to find is that an SFZ 1.0 synth will not
recognise many of the SFZ 2.0 opcodes, and vice versa. Plogue SFZ is mainly
2.0 compliant, but it has its own series of opcodes which aren't recognised
by either 1.0 or 2.0 synths.

Really the best thing to do is let the user manage their SFZ player (apart
from Zerberus of course which has its own UI within MuseScore). I am
currently using 3 different SFZ players, depending on the nature of the SFZ
file being loaded. The problem being that the SFZ format is so open that it
is easy to add customised opcodes to work with your particular player
implementation, which is why, of course, many VST instruments have SFZ at
their core.

SF2 is well defined and standard. The soundfont will either be 2.01 (with 16
bit samples) or 2.04 (with 24 bit samples), and FluidSynth is a mature and
well established player (although MuseScore's version of it is currently
quite a long way behind the mainstream version.)

Hope This Helps
Michael





-----
Regards
Michael
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