Reply 1980 of 1994, by Spesek
Falcosoft wrote on 2024-08-08, 23:13:OK, 1. CC#116 marks the start of a loop section. The 3rd byte is the loop count (1-127). 0 means infinite/undefined loop count s […]
Spesek wrote on 2024-08-08, 23:05:Alright, let's use XMI then. The entire point of this is to standardize loop points, so if you insist on using XMI points, we ca […]
Falcosoft wrote on 2024-08-08, 23:00:I still do not understand why this kind of standardization could not apply if you choose XMI style loop markers for the standard. The fact that RIFF chunk loop markers have never been impleneted in anything so far does not sound as an advantage for me.
Plesae, help me understand.Alright, let's use XMI then.
The entire point of this is to standardize loop points, so if you insist on using XMI points, we can use that.So, how do they work?
Which CC is which loop point? How do you specify multiple loop points?
I honestly know nothing about these except that they use CC messages, so you need to help me here.OK,
1. CC#116 marks the start of a loop section. The 3rd byte is the loop count (1-127). 0 means infinite/undefined loop count so of course the player/user can use constraints on the loop count.
2. CC#117 marks the end of the loop section. The 3rd byte is not used but should be 127.
3. Multiple loop sections can be defined in the same file but they should not overlap. So you should avoid multiple loop start markers without a loop end marker.
Multiple loops? And which one do we use?
If i understood it right:
let's assume loop 1 loops 3 times
loop 2 loops 5 times
and loop 3 loops infinite times
do we loop though 1 3 times, then play to 2 and loop 5 times and then loop 3 infinitely?
can i do something like
loop 1 start (count infinite)
loop2 start (count 2)
loop 2 end
loop 3 (count 5)
loop 3 end
loop 1 end