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winner
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« Reply #640 on: 7 Jun '12 - 23:34 » |
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Thanks Ian! I think this may have solved some issues. I've tested this as well. At some point when playing the song, the MIDI Mixer dialog enumerates 397 active voices. The 400 limit seems to be sufficient for this file, but just barely. Well.... I've tried another midi file, lightsg.mid, and that file, when playing, pins the active voices at 400. Probably it needs more. Uploaded to FTP incoming folder.
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Sub-Zero
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« Reply #641 on: 8 Jun '12 - 23:58 » |
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Thanks Ian.. Will give this one a shot..
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Ian @ un4seen
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« Reply #642 on: 11 Jun '12 - 15:43 » |
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Well.... I've tried another midi file, lightsg.mid, and that file, when playing, pins the active voices at 400. Probably it needs more. Uploaded to FTP incoming folder.
OK, here's another update with the maximum voice limit increased to 500... www.un4seen.com/stuff/xmp-midi.dllI would be surprised if the killing of a voice is audible when there are 299 or 399 louder ones playing, so I'll be amazed if any are audible when there are 499 others 
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saga
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« Reply #643 on: 11 Jun '12 - 17:11 » |
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Wouldn't it make sense to remove the voice limitation alltogether and use a resizable container for managing the voices?
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Ian @ un4seen
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« Reply #644 on: 12 Jun '12 - 16:08 » |
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Possibly. The voice limit was originally the only way to limit the CPU usage, but with the introduction of the automated voice killing when CPU usage gets very high, I guess it could be switched to dynamically allocating voices as they're needed. On the other hand, are more than 500 voices ever going to be needed? 
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saga
Posts: 1364
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« Reply #645 on: 12 Jun '12 - 18:23 » |
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Well, there is the possible that someone wants not a single voice to be lost and for that they require 501 voices to be played, the next person needs 602 voices... I think this would work best if you change the voice limit slider to an editable dropdown list... You could provide some sane defaults (e.g. 16, 32, 64, 128, 256) but if someone really thinks they need more voices, they could just type in 999 or whatever. Or just remove the limit alltogether as you suggest and purely rely on CPU monitoring.
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Rich Nagel
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« Reply #647 on: 13 Jun '12 - 18:06 » |
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Surely one doesn't have 500 fingers, no <grin>? 
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winner
Posts: 193
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« Reply #648 on: 13 Jun '12 - 23:33 » |
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That's one craaaazy fast piano piece. One instrument generates 500 voices.... hmmmm.... how does that happen?
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Emil Weiss
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« Reply #649 on: 14 Jun '12 - 00:28 » |
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yes you are right
greets
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14.06.png (365.94 KB - downloaded 131 times.)
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saga
Posts: 1364
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« Reply #650 on: 14 Jun '12 - 09:57 » |
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I guess it sends no note-off events at all? So it's more a like a buggy midi file?
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xmretroplay
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« Reply #651 on: 14 Jun '12 - 15:29 » |
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On the other hand, are more than 500 voices ever going to be needed?  Old Yamaha XG software synths could play / process up to 1024 (!) voices at the same time (selectable from 32 up to 1024 in the S-YXG control panel) And that was ~15 years ago when everyone had slow Pentium III PCs  For xmp-midi, it's best to set a hard limit of 1024 voices max. Then set the default (soft limit) to a reasonable value (256 voices) Finally, add a setting to increase the voice count to 512 and 1024 (for advanced users)
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« Last Edit: 14 Jun '12 - 15:57 by xmretroplay »
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saga
Posts: 1364
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« Reply #652 on: 14 Jun '12 - 17:13 » |
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For xmp-midi, it's best to set a hard limit of 1024 voices max.
It's best to not set arbitrary limits at all (if possible), as discussed above. 1024 is yet another arbitrary limit.
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Ian @ un4seen
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« Reply #653 on: 14 Jun '12 - 17:22 » |
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It is actually possible to try a higher limit by editing the "Voices" line in the XMPLAY.INI file (the 500 limit will be re-enforced when "Apply" is used in the MIDI config window). So if anyone has any MIDI files that are hitting the 500 limit, they can try raising it that way to see if things sound different then, and let me know if it does  Just to reiterate, when the voice limit is hit, it will be the quietest voice that is stopped, and that is quite unlikely to be audible when there are 499 louder voices playing. The quietest voice is also likely to be one that is already fading-out after a note/key release, so it may have been stopping shortly anyway.
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mrmudlord
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« Reply #654 on: 13 Sep '12 - 05:13 » |
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hmm, for some reason Musepack'ed soundfonts wont load in xmp-midi, got latest official musepack plugin as well as xmp-midi stuff ver.
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Ian @ un4seen
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Posts: 15253
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« Reply #655 on: 13 Sep '12 - 15:11 » |
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Yeah, only FLAC and Wavpack encoded soundfonts are currently supported by the XMPlay MIDI plugin. XMPlay doesn't have a centralised decoding system for plugins, eg. the MIDI plugin can't simply pass a soundfont's encoded data to XMPlay and have it locate a decoder that can handle the data and decode it. A less centralised system (the plugins communicate directly) was added to give the MIDI plugin access to other plugins' decoders, but only the FLAC and Wavpack plugins have currently been updated to support that as they were the formats that I found to work best for packing soundfonts. Musepack encoding does seem to work pretty well too though; I'll try to get an update up tomorrow.
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mrmudlord
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« Reply #656 on: 13 Sep '12 - 15:16 » |
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Yep, kode54 and I did some very extensive tests....Musepack seems to beat Opus in terms of quality versus size...  I'm not sure if kode54 told you this, but you are welcome to redist our soundfont packer we made for our BASSMIDI driver. It has presets for all the most common encoders that BASS is able to decode.
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Ian @ un4seen
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« Reply #657 on: 14 Sep '12 - 17:42 » |
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An updated Musepack plugin is now up on the XMPlay webpage. And here's a MIDI plugin update to make use of it... www.un4seen.com/stuff/xmp-midi.dllAs well as the Musepack support, this update includes a few other additions/tweaks, so it's worth downloading even if not using Musepack-encoded soundfonts.
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Firebrand
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« Reply #658 on: 16 Sep '12 - 15:39 » |
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Out of curiosity, what are the other changes to the plugin?
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Ian @ un4seen
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Posts: 15253
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« Reply #659 on: 17 Sep '12 - 14:02 » |
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The other changes are support for modulation depth range (RPN5) and channel pressure destination (GM2/GS/XG sysex) events, and the reverb level (CC#91) now defaults to 40 (instead of 0) in accordance with the GM2/GS/XG specs. The sinc interpolation has also been tweaked a bit for improved quality.
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