Peter Stuer
Peter Stuer
No reaction from issue poster.
Driving multiple synths seems doable at first glance. I'm not sure how I would go about supplying the fb2k audio engine with 2 audio streams and have it mix it....
I'm afraid that won't work with the current design, for the same reason as [issue 25](https://github.com/stuerp/foo_midi/issues/25). Remember, foo_midi is not a sequencer; it's a converter to audio samples. It sees...
Short version: No Longer version: While foo_midi works like a sequencer by sending messages to a 'device', it does except the 'device' to respond with a rendered version of the...
> I'm aware of some [previous discussions](https://hydrogenaud.io/index.php?topic=79246.0#msg692252) on this, but now that the development has changed hands, maybe you'd consider the "passthru" approach? Feed silence to foobar while sending midi...
> Well the "system device" in question would be the Microsoft GS SoftSynth by default (on Windows). Since the build instructions are for Visual Studio, I assume you'd be able...
I started implementing this feature but I ran into a design problem: currently players get fed MIDI events in bursts based on the duration of an audio chunk (typically about...
> Pardon my lack of knowledge, but is this the reason why GS SoftSynth is not an available option? Please define "GS SoftSynth". What do you mean?
> Perhaps incorrect usage on my part. I meant that in regards to the default output Windows has for MIDI files being played back through other applications and games such...
The same heuristic as XMPlay is used: if the track name contains the word 'drum', it gets used as an extra drum channel. Making a setting for it is a...