Samples in ping pong mode
- Allows storage optimizations 1/3, 1/5, 1/6...
- Allow transposing by x3 (19 semitones), by x6 (31 semitones), by x9 (38 semitones)
- => These two stuffs can have colliding cases (currently BLITsnd always uses powers of 2 and avoids these collisions) => would need to compute different combinations and find the optimum
- => Allowing these values would need additional mul / div (I currently use bit shifts instead) which may slow down the replay routine a bit
Performing the real score at convertion step (convertion to blitz format) allows to detect some more optimizations:
- Detect keys were volume is not used even if it is used for other keys of the same instrument
- Detect parts of sample that are not played (for long sample for instance)
- Try to use STe balance automatically instead of bit shift when possible