Author Topic: XMPlay MIDI plugin  (Read 627084 times)

winner

  • Posts: 294
Re: XMPlay MIDI plugin
« Reply #975 on: 30 Oct '20 - 19:54 »
Only XG mode uses bank 127 for drums, so the MIDI plugin will only use a soundfont's bank 127 for drums when in XG mode and it detects that the bank probably does contain XG drums (and the "Use bank 127 drums in XG mode when available" option is enabled). In your case, it looks like it failed that detection, so it fell back to the standard bank 128 (d0) for drums. It is possible that it was mistaken. If you suspect it was, please post a link or upload the soundfont to have a look at here:

   ftp.un4seen.com/incoming/
Thank you. I do have the "Use bank 127 drums in XG mode" option checked. Also, I tried some midis that were specifically for the XG mode, and the problem persisted. I've uploaded my soundfont to the Incoming FTP folder.

Ian @ un4seen

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Re: XMPlay MIDI plugin
« Reply #976 on: 3 Nov '20 - 15:04 »
Bank 127 in that soundfont doesn't actually contain XG drum kits. The 127:0 preset has "GS" in its name to seemingly confirm that :)

winner

  • Posts: 294
Re: XMPlay MIDI plugin
« Reply #977 on: 3 Nov '20 - 16:40 »
Bank 127 in that soundfont doesn't actually contain XG drum kits. The 127:0 preset has "GS" in its name to seemingly confirm that :)
OK Ian, thank you. I will correct the soundfont accordingly.

winner

  • Posts: 294
Re: XMPlay MIDI plugin
« Reply #978 on: 5 Nov '20 - 22:52 »
Bank 127 in that soundfont doesn't actually contain XG drum kits. The 127:0 preset has "GS" in its name to seemingly confirm that :)
So, I've tried other soundfonts with XG drum kits, and XMPlay is still not recognizing the bank 127 presets, defaulting to the d0 presets.

A soundfont which does have the proper drumsets is the ColomboGMGS2 SoundFont v.7.5.

Ian @ un4seen

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Re: XMPlay MIDI plugin
« Reply #979 on: 9 Nov '20 - 16:20 »
Here's an update for you to try, with some tweaking of the bank 127 drum detection:

   www.un4seen.com/stuff/xmp-midi.dll

Let me know if you still see any problems with it.

winner

  • Posts: 294
Re: XMPlay MIDI plugin
« Reply #980 on: 10 Nov '20 - 03:05 »
Here's an update for you to try, with some tweaking of the bank 127 drum detection:

   www.un4seen.com/stuff/xmp-midi.dll

Let me know if you still see any problems with it.
Thank you, Ian! This version of the midi plugin is detecting some of the 127 bank presets, but I find it is not detecting a preset at 127:48.
« Last Edit: 10 Nov '20 - 03:14 by winner »

Ian @ un4seen

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Re: XMPlay MIDI plugin
« Reply #981 on: 10 Nov '20 - 15:41 »
Which soundfont is that happening with? I checked with the ColomboGMGS2 soundFont just now and 127:48 ("XG Orchestral" preset) seems to be detected fine in that.

raygrote

  • Posts: 30
Re: XMPlay MIDI plugin
« Reply #982 on: 10 Nov '20 - 16:10 »
Hi,
Two questions here.
First, I just updated everything I have which uses the bassmidi dll to the latest version. I wanted to test the new sf2 modulators which are supported, such as velocity to release time. This worked well when using the dll in a Bassmidi vst, but when I went into xmplay to see how it would sound there, I noticed that this didn't work. The release time remained constant across all velocities. I tried with midi input rev 17A. I haven't tested newly added/similar sfz opcodes yet.

Have new bassmidi features not made it into xmplay's midi plug-in yet? normally they're pretty quick to migrate over iirc, so I was a bit surprised to see this.

Second, what does "emulate Creative limits" do? I don't have much experience with Creative sound cards to know what limits could be emulated.

winner

  • Posts: 294
Re: XMPlay MIDI plugin
« Reply #983 on: 10 Nov '20 - 20:31 »
Which soundfont is that happening with? I checked with the ColomboGMGS2 soundFont just now and 127:48 ("XG Orchestral" preset) seems to be detected fine in that.
Ian, thanks for testing. I'm seeing this happen with a different soundfont, which only has the "Orchestra" name for that preset and not "XG Orchestral." I suspect that this is the problem. So I will keep using this version of the plugin and see if it works OK.

Ian @ un4seen

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Re: XMPlay MIDI plugin
« Reply #984 on: 11 Nov '20 - 13:01 »
First, I just updated everything I have which uses the bassmidi dll to the latest version. I wanted to test the new sf2 modulators which are supported, such as velocity to release time. This worked well when using the dll in a Bassmidi vst, but when I went into xmplay to see how it would sound there, I noticed that this didn't work. The release time remained constant across all velocities. I tried with midi input rev 17A. I haven't tested newly added/similar sfz opcodes yet.

Have new bassmidi features not made it into xmplay's midi plug-in yet? normally they're pretty quick to migrate over iirc, so I was a bit surprised to see this.

Oops. The latest BASSMIDI stuff should also be supported in the latest XMPlay plugin, but I see that the "velocity to release time" modulator code indeed wasn't fully brought over (parsing was but applying wasn't). Here's an update to fix that:

   www.un4seen.com/stuff/xmp-midi.dll

Let me know if you still see a problem with it.

Second, what does "emulate Creative limits" do? I don't have much experience with Creative sound cards to know what limits could be emulated.

It limits the range of some SF2 generators to match what Creative/SoundBlaster hardware does. The limits affect initial attenuation, envelope decay times, modulation envelope pitch depth, modulation LFO speed/pitch/volume. They were always applied in previous releases but are now optional.

Ian, thanks for testing. I'm seeing this happen with a different soundfont, which only has the "Orchestra" name for that preset and not "XG Orchestral." I suspect that this is the problem. So I will keep using this version of the plugin and see if it works OK.

If you upload/link the soundfont, I'll have a look anyway. The MIDI plugin doesn't use the preset name in the bank 127 drum detection, so that won't be the issue.

raygrote

  • Posts: 30
Re: XMPlay MIDI plugin
« Reply #985 on: 12 Nov '20 - 03:15 »
Thanks Ian for the update. It works perfectly! So far I haven't found any other issues.