Re: How to return MusicDevice from SF2 to GM?
Re: How to return MusicDevice from SF2 to GM?
- Subject: Re: How to return MusicDevice from SF2 to GM?
- From: Christopher Corbell <email@hidden>
- Date: Fri, 3 Oct 2003 12:09:13 -0700
Thanks for this, it works!
As a fallback, I wonder if this is safe:
1) stop the dls unit's graph
2) AUUninitialize() the dls unit
3) AUInitialize() the dls unit
4) start the graph
I haven't tested it yet. I would expect this to
work as far as resetting the GM synth, but is it
safe from the way the graph references the unit?
- Christopher
On Wednesday, October 1, 2003, at 02:15 PM, Bill Stewart wrote:
That is certainly an option, and I'd imagine we'd keep this around,
but its not something I'd like to guarantee....
So, as long as you check that the file exists, and have a "fall back"
plan, that should be OK - we wouldn't arbitrarily change the name or
location of this file.
Bill
On Wednesday, October 1, 2003, at 07:39 AM, James Chandler Jr wrote:
This suggestion may be too lame, and haven't tried to see if it would
work...
If we can "count on the location", perhaps could attempt to set the
kMusicDeviceProperty_SoundBankFSSpec property to point to--
System:Library:Components:CoreAudio.component:Contents:Resources:gs_in
struments.dls
James Chandler Jr.
On Tuesday, September 30, 2003, at 07:16 PM, Bill Stewart wrote:
We've not really provided a way to do this - ummm... if you really
need to, the best approach is to make a fresh version of the
DLSMusicDevice unit and swap it in for your exsiting one...
Bill
On Tuesday, September 30, 2003, at 01:19 AM, Christopher Corbell
wrote:
After using a SoundFont or DLS file with a MusicDevice
(via kMusicDeviceProperty_SoundBankFSSpec), how does
one clear the sound bank and return to GM sounds?
AudioUnitReset() doesn't do it, and setting the property to
nil returns an error -50.
Thanks for help,
Christopher
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"Much human ingenuity has gone into finding the ultimate Before.
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In the beginning, there was nothing, which exploded" - Terry Pratchett
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