[SDL] More MIDI woes

Mason Wheeler masonwheeler at yahoo.com
Sun Feb 10 06:54:25 PST 2008


>----- Original Message ----
>From: David Olofson <david at olofson.net>
>
>Well... 
That 
particular 
file 
simply 
doesn't 
have 
any 
note 
events 
until 
>right 
before 
the 
end 
of 
the 
first 
bar. 
:-)
>
>One 
often 
does 
that 
for 
various 
reasons. 
Some 
synths 
do 
stupid 
things 
>for 
a 
moment 
after 
a 
program 
change 
(Roland 
JV-1080 
springs 
to 
mind), 
>and 
it's 
rather 
awkward 
to 
set 
up 
a 
"count 
in" 
shorter 
than 
one 
bar 
>in 
some 
sequencers.
...oh wow!  I never noticed that until you said it and I checked it out in a different player!

>
>Sophisticated 
fix: 
Hack 
the 
player 
to 
"fast 
forward" 
to 
the 
first 
>audible 
event 
when 
started.
>
>Note 
that 
this 
isn't 
totally 
safe 
when 
dealing 
with 
hardware 
synths. 
>You 
may 
well 
find 
that 
any 
notes 
in 
the 
first 
few 
tens 
or 
hundreds 
of 
>ms 
will 
be 
delayed 
or 
even 
dropped 
entirely.
I think this is what the player I'm using is doing.  Is there any way to make SDL_Mixer do the same?  Perhaps make it a setting that can be toggled, in case having it on would break other stuff?  I don't know the first thing about how MIDIs work under the hood; I just want them to "just work" in my program the same way the rest of SDL does.

Messing around with the MIDI files themselves isn't an option, because I'm not writing my own game.  I'm building a game-designing tool and a general-purpose engine, and it has to be able to play anything that the designers throw at it.


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