VOGONS

Common searches


Search results

Display options

Re: Falcosoft Soundfont Midi Player

@Kamerat: VSTi plugins and Soundfonts can be any files anywhere in the file system. So while theoretically SysEx messages can code anything (even file paths) I do not think this feature would be easy to use (and implement). But hey, you can switch between pre-configured soundfonts by sending CC# 0 ( …

Re: Falcosoft Soundfont Midi Player

@nmonte: Yep, just had to rename my sf2pack soundfont to sf2. I don't think you have to rename the files. The 4th option in the file select dialog is All files (*.*). So you can open/select any files regardless of their extensions. Adding sf2pack extension explicitly in the current state can be …

Re: Falcosoft Soundfont Midi Player

Hi, FLAC compressed samples are already supported since the also supported SFZ format frequently uses FLAC compression. I have not tried sf2pack soundfonts so far but they should work if the samples are really FLAC and not WavePack compressed. You only have to download bassflac.dll from http://www. …

Re: Falcosoft Soundfont Midi Player

Hi, I think MuntVsti 2.0 is ready for testing. http://falcosoft.hu/munt_vsti_20_test.zip Here's how the new dual-synth system is working: 1. Dynamic channel separation is implemented. This means that at runtime the 1st synth is asked what channels its parts are associated with and channel based …

Re: Falcosoft Soundfont Midi Player

I don't think you understand the problems fully. What would happen if in MT-32 mode the plugin got sysex messages that affect channel configuration? (even a simple MT-32 reset). Both instances would got the same channel layout (overlapping). So instead of 16 channels you will get 2 * the same 9 …

Re: Falcosoft Soundfont Midi Player

Hi, I think your point of view is too focused on 'GM mode' :) 1.Channel list and channel selectors does not lose their relevance in MT-32 mode. It's completely legitimate to switch channels to e.g. 1-8, 10 even on a real MT-32. (Look at Munt qt application. It provides different channel options …

Re: Falcosoft Soundfont Midi Player

Unfortunately that's not exactly the situation. With 2 active instances you do not know previously what instance/part will be active (depends on channel messages). So the plugin has to process all two instances (calculating the output wave data etc.) even if no data is received from the host. And I …

Re: Falcosoft Soundfont Midi Player

You have responded very fast, so I edited my earlier post too late. :) So: In the final version full 16 channel GM mode will not be the only option since it requires 2 independent instances of Munt essentially doubling the resources and compute demand. It's not everyone's cup of tea. Since so far …

Re: Falcosoft Soundfont Midi Player

Hi, I have written in previous post: OPL3 GM VSTi is based on DosBox OPL 2/3 emulator library . It relies on some pecularities of Bass_VST library. (Bass_VST does not use the deltaFrames member of VstMidiEvent struct.) So under other hosts timing problems can occur with bigger buffers. So OPL3 VSTi …

Re: Heads Up: Roland Sound Canvas VA VSTi Plugin!

Roland user: Ok, here's a proof of concept for you to try. The visualization is absolutely broken, so please do not report it. http://falcosoft.hu/munt_vsti_13_beta.zip (And let's continue further conversation regarding MuntVsti in FSMP topic: Falcosoft Soundfont Midi Player + Munt VSTi + BassMidi …

Re: Falcosoft Soundfont Midi Player

Off topic: I have made a video about modified/XG enhanced Duke Nukem 3D Grabbag Theme. I have changed channel/track 6 instrument to Vibes since Tubural Bells sound off tune on S-YXG50. https://youtu.be/XWCv9jaUUm4 Modified Grabbag midi file: http://falcosoft.hu/grabbag_xg_falcomod.zip Used SysEx …

Re: Falcosoft Soundfont Midi Player

Actually it also works with Directx 6/7 but definitely requires a Pentium class CPU. There are hand-made assembly routines in the code that use RDTSC and the compiler is also set to generate Pentium optimized code. So maybe extend the details for the requirements in the first post to DirectX8 + …

Page 93 of 100