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If a midi note shall last longer than the duration of the soundfont sample the sound will stop when the end of the sample is reached.
Adding "source.loop=true;" after the audio buffer has been created in "player.js" is a cheap work around.
Alas, if the sample contains an attack, the loop restart will be noticeable.
Is there a way to split buffers generally into attack / steady sound / decay ?
The text was updated successfully, but these errors were encountered:
The sound fonts don't have any information about attack / steady / decay, if you had that information you could certainly use it and get both infinite sustain AND smaller sound fonts, which would be great.
sf2 sound font has the attack / steady / decay information, but the sound font builder script included with MIDI.js doesn't actually understand sf2 files. It just renders an sf2 sound font to the js format by using the Fluidsynth synthesiser to play each note for 3 seconds.
If a midi note shall last longer than the duration of the soundfont sample the sound will stop when the end of the sample is reached.
Adding "source.loop=true;" after the audio buffer has been created in "player.js" is a cheap work around.
Alas, if the sample contains an attack, the loop restart will be noticeable.
Is there a way to split buffers generally into attack / steady sound / decay ?
Hi, could you elaborate on where to insert source.loop=true; in player.js? I'm having the same problem and need a quick fix. Thanks!
If a midi note shall last longer than the duration of the soundfont sample the sound will stop when the end of the sample is reached.
Adding "source.loop=true;" after the audio buffer has been created in "player.js" is a cheap work around.
Alas, if the sample contains an attack, the loop restart will be noticeable.
Is there a way to split buffers generally into attack / steady sound / decay ?
The text was updated successfully, but these errors were encountered: