How does this affect the GS sound effects bank?
So I went ahead and added GM On/Off and GS Reset SYSEX
handling. There are now 2 parameters synth.midi-mode=normal/gm/gs and
synth.midi-mode-lock=no/yes. If midi-mode-lock is set to yes then
SYSEX MIDI mode messages have no effect (useful for forcing FluidSynth
to a particular mode). If the current MIDI mode is GM or GS, then
percussion note-offs are ignored for all except Long Guiro and Long
Whistle, as per the GM spec. I tested this with a GS file and it seems
to work as expected (no more missing drums).
1 Reset MIDI mode as part of fluid_synth_system_reset()
2 Reset controllers when GM is turned on (and other values mentioned in
3 Figure out how to synchronize the midi-mode setting with the
midi_mode variable, when it is being assigned from the synthesis
For item 3. I'm thinking of adding value get callback functionality to
settings, so that a callback can be registered for obtaining the
current value (so for example the midi-mode string setting could be
generated from the current value of the enum synth->midi_mode).
Perhaps some hack can just be implemented for now though, but calling
settings functions from within synthesis context isn't really a good
idea (mutex locks, mallocs, etc).
Feedback and testing would be appreciated :) The "normal" value for
midi-mode doesn't sound great, but I couldn't think of a better word.
I'm going to do my best to get FluidSynth 1.1.0 released by the end of
this month (in a nice working/stable state with good API
documentation). Testing FluidSynth in various environments and
reporting success/problems would be really helpful. There are some
fairly significant changes with the whole synthesis path and the more
testing FluidSynth in real word scenarios the better.
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