-
Notifications
You must be signed in to change notification settings - Fork 186
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Audio improvements #2618
Audio improvements #2618
Conversation
More tests (have to fix the implementation): LOOPSTART is 0 when it is not a number (guess they use atoi). LOOPLENGTH is ignored when it is 0. I would diverge here and accept 0 for "silence looping". |
(do not merge this yet, the volume adjustment stuff still needs testing but I hope this finally fixes it properly...) |
that the fluidsynth system_reset reenables some notes (fades them out) seems to be an expected side-effect and not a bug. So I removed the call as all_sounds_off and controller reset are enough (hopefully all Midi playing nice :)) |
@krmbn0576 can you test FluidSynth with this branch please? |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
@Ghabry
I tested this and it sounded beautiful when I changed the MIDI. This seems to have solved all MIDI problems. Thank you very much! 😇
… games. Implement it for DrWav and XMP.
This uses the VX Ace version which loops when LOOPLENGTH is reached. MV uses WebAudio which plays the entire track once and then respects loop start and length.
This uses the VX Ace version which loops when LOOPLENGTH is reached. MV uses WebAudio which plays the entire track once and then respects loop start and length.
…ic, converted in Midi events). Fade API got the "start" removed, to fade from a certain start position call SetVolume first. Fix EasyRPG#2587
…, like VX does it.
…et because this reenabled voices, causing glitched audio for a brief moment when switching MIDIs. Change the SysEx Api from void* to uint8_t* to make the API better to use. Fix EasyRPG#2620
Also convert datatypes from double to float, is a bit faster and good enough here.
Now everything should work. |
…missing and append it
Because system synth (Microsoft Wavetable GS) seems apparently to run at 22 KHz after doing some hearing tests from here. |
needed for `vorbis_comment_query` (since EasyRPG#2618)
Fixed Fade In and added GetTicks to DrWav and XMP. Now "Get Midi Ticks" works for all types of audio.
The looping code for ogg/opus is based on the Midi code, including "loops_to_end" to keep the BGM alive etc.
Thanks to the previous research on how to loop in the Midi code this was quite easy to add :)
Not verified what AudioRemony does but this is the most consistent approach.
VX Ace and MV differ in how the tags are used: VX Ace version loops when LOOPLENGTH is reached.
MV uses WebAudio which plays the entire track once and then respects loop start and length.