[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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