Change name from synth.overflow.drum-channel to synth.overflow.percussion

This commit is contained in:
David Henningsson 2010-08-01 18:16:54 +00:00
parent c414d7373e
commit e21c56f6e7
3 changed files with 5 additions and 11 deletions

View file

@ -182,7 +182,7 @@ static void fluid_synth_register_overflow(fluid_settings_t* settings,
fluid_num_update_t update_func,
void* update_data)
{
fluid_settings_register_num(settings, "synth.overflow.drum-channel",
fluid_settings_register_num(settings, "synth.overflow.percussion",
4000, -10000, 10000, 0, update_func, update_data);
fluid_settings_register_num(settings, "synth.overflow.sustained",
-1000, -10000, 10000, 0, update_func, update_data);
@ -3466,8 +3466,8 @@ static int fluid_synth_update_overflow (fluid_synth_t *synth, char *name,
{
fluid_synth_api_enter(synth);
fluid_settings_getnum(synth->settings, "synth.overflow.drum-channel",
&synth->overflow.drum_channel);
fluid_settings_getnum(synth->settings, "synth.overflow.percussion",
&synth->overflow.percussion);
fluid_settings_getnum(synth->settings, "synth.overflow.released",
&synth->overflow.released);
fluid_settings_getnum(synth->settings, "synth.overflow.sustained",
@ -3491,12 +3491,6 @@ fluid_synth_free_voice_by_kill_LOCAL(fluid_synth_t* synth)
fluid_voice_t* voice;
int best_voice_index=-1;
unsigned int ticks = fluid_synth_get_ticks(synth);
/*overflow_prio.drum_channel = 4000;
overflow_prio.released = -2000;
overflow_prio.sustained = -1000;
overflow_prio.volume = 1000;
overflow_prio.age = 500;*/
for (i = 0; i < synth->polyphony; i++) {

View file

@ -1491,7 +1491,7 @@ fluid_voice_get_overflow_prio(fluid_voice_t* voice,
* Also skip the released and sustained scores.
*/
if (voice->chan == 9){
this_voice_prio += score->drum_channel;
this_voice_prio += score->percussion;
}
else if (voice->has_noteoff) {
/* Noteoff has */

View file

@ -37,7 +37,7 @@ typedef struct _fluid_overflow_prio_t fluid_overflow_prio_t;
struct _fluid_overflow_prio_t
{
fluid_real_t drum_channel; /**< Is this voice on the drum channel? Then add this score */
fluid_real_t percussion; /**< Is this voice on the drum channel? Then add this score */
fluid_real_t released; /**< Is this voice in release stage? Then add this score (usually negative) */
fluid_real_t sustained; /**< Is this voice sustained? Then add this score (usually negative) */
fluid_real_t volume; /**< Multiply current (or future) volume (a value between 0 and 1) */