|From:||S. Christian Collins|
|Subject:||Re: [fluid-dev] MIDI mode|
|Date:||Mon, 12 Oct 2009 16:11:15 -0500|
|User-agent:||Thunderbird 22.214.171.124 (X11/20090817)|
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.).I think the answer to that, is to always honor note-offs for looped instruments.On the other hand, we have people relying on sound effects not being looped endlessly (as pointed out by Christian).
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.
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