Replies: 6 comments 2 replies
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Apologies, I need to add a proper example document that demonstrates how that works. The overall intended approach is:
Hopefully that makes sense? We definitely plan to expand the "sound" object to include additional metadata about the sound — which would include any necessary information on how to locate the sound in a synth engine (patch numbers, etc.). If you have some suggestions on some standardized data we can put in there, I'd love to hear them! |
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Yes, I understand the kit concept (I'm fairly sure). After digging a little further, I realize that The issue is, depending on the synth patch for the part, "Concert Bass Drum" might have MIDI note C2 in one patch and G2 in another. There may need to be a little more thought given to the |
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I suppose for now I will put General Midi codes in |
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In answer to your more general comments, if I have correctly mapped the concept of percussion note type to the |
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Actually, I do have a question about how it is now. The kit component has both a name and an optional soundID that points to |
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Another idea from Finale is the kit component might also include glyph names for filled, unfilled, whole, and double whole noteheads. |
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The new
global.soundobject appears to map to a single element of Finale's percussion map concept. The thing is, Finale files typically contain dozens of percussion maps, each mapping a specific synth patch's instrument layout.What is the envisioned way to import these to
global.sounds? Even if I limit the export to percussion maps used in the file, it seems that MNX itself will lose valuable information around which patch each sound belongs to. (I can preserve it some sort of proprietary naming scheme for the keys, but this would be opaque to consuming software.)Beta Was this translation helpful? Give feedback.
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