qzdoom/libraries/timidity/playmidi.cpp
2019-09-24 23:43:44 +02:00

909 lines
20 KiB
C++

/*
TiMidity -- Experimental MIDI to WAVE converter
Copyright (C) 1995 Tuukka Toivonen <toivonen@clinet.fi>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
playmidi.c -- random stuff in need of rearrangement
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <assert.h>
#include "timidity.h"
#include "common.h"
#include "instrum.h"
#include "playmidi.h"
namespace Timidity
{
bool Envelope::Update(struct Voice* v)
{
if (Type == INST_GUS)
return gf1.Update(v);
return sf2.Update(v);
}
void Envelope::ApplyToAmp(struct Voice* v)
{
if (Type == INST_GUS)
return gf1.ApplyToAmp(v);
return sf2.ApplyToAmp(v);
}
void Envelope::Release(struct Voice* v)
{
if (Type == INST_GUS)
return gf1.Release(v);
return sf2.Release(v);
}
void Renderer::reset_voices()
{
memset(voice, 0, sizeof(voice[0]) * voices);
}
/* Process the Reset All Controllers event */
void Renderer::reset_controllers(int c)
{
channel[c].volume = 100;
channel[c].expression = 127;
channel[c].sustain = 0;
channel[c].pitchbend = 0x2000;
channel[c].pitchfactor = 0; /* to be computed */
channel[c].mono = 0;
channel[c].rpn = RPN_RESET;
channel[c].nrpn = RPN_RESET;
}
void Renderer::reset_midi()
{
for (int i = 0; i < MAXCHAN; i++)
{
reset_controllers(i);
/* The rest of these are unaffected by the Reset All Controllers event */
channel[i].program = default_program;
channel[i].panning = NO_PANNING;
channel[i].pitchsens = 200;
channel[i].bank = 0; /* tone bank or drum set */
}
reset_voices();
}
void Renderer::recompute_freq(int v)
{
Channel *ch = &channel[voice[v].channel];
int
sign = (voice[v].sample_increment < 0), /* for bidirectional loops */
pb = ch->pitchbend;
double a;
if (voice[v].sample->sample_rate == 0)
{
return;
}
if (voice[v].vibrato_control_ratio != 0)
{
/* This instrument has vibrato. Invalidate any precomputed
sample_increments. */
memset(voice[v].vibrato_sample_increment, 0, sizeof(voice[v].vibrato_sample_increment));
}
if (pb == 0x2000 || pb < 0 || pb > 0x3FFF)
{
voice[v].frequency = voice[v].orig_frequency;
}
else
{
pb -= 0x2000;
if (ch->pitchfactor == 0)
{
/* Damn. Somebody bent the pitch. */
ch->pitchfactor = float(pow(2.f, ((abs(pb) * ch->pitchsens) / (8191.f * 1200.f))));
}
if (pb < 0)
{
voice[v].frequency = voice[v].orig_frequency / ch->pitchfactor;
}
else
{
voice[v].frequency = voice[v].orig_frequency * ch->pitchfactor;
}
}
a = FSCALE(((double)(voice[v].sample->sample_rate) * voice[v].frequency) /
((double)(voice[v].sample->root_freq) * rate),
FRACTION_BITS);
if (sign)
a = -a; /* need to preserve the loop direction */
voice[v].sample_increment = (int)(a);
}
static const uint8_t vol_table[] = {
000 /* 000 */, 129 /* 001 */, 145 /* 002 */, 155 /* 003 */,
161 /* 004 */, 166 /* 005 */, 171 /* 006 */, 174 /* 007 */,
177 /* 008 */, 180 /* 009 */, 182 /* 010 */, 185 /* 011 */,
187 /* 012 */, 188 /* 013 */, 190 /* 014 */, 192 /* 015 */,
193 /* 016 */, 195 /* 017 */, 196 /* 018 */, 197 /* 019 */,
198 /* 020 */, 199 /* 021 */, 201 /* 022 */, 202 /* 023 */,
203 /* 024 */, 203 /* 025 */, 204 /* 026 */, 205 /* 027 */,
206 /* 028 */, 207 /* 029 */, 208 /* 030 */, 208 /* 031 */,
209 /* 032 */, 210 /* 033 */, 211 /* 034 */, 211 /* 035 */,
212 /* 036 */, 213 /* 037 */, 213 /* 038 */, 214 /* 039 */,
214 /* 040 */, 215 /* 041 */, 215 /* 042 */, 216 /* 043 */,
217 /* 044 */, 217 /* 045 */, 218 /* 046 */, 218 /* 047 */,
219 /* 048 */, 219 /* 049 */, 219 /* 050 */, 220 /* 051 */,
220 /* 052 */, 221 /* 053 */, 221 /* 054 */, 222 /* 055 */,
222 /* 056 */, 222 /* 057 */, 223 /* 058 */, 223 /* 059 */,
224 /* 060 */, 224 /* 061 */, 224 /* 062 */, 225 /* 063 */,
225 /* 064 */, 226 /* 065 */, 227 /* 066 */, 228 /* 067 */,
229 /* 068 */, 230 /* 069 */, 231 /* 070 */, 231 /* 071 */,
232 /* 072 */, 233 /* 073 */, 234 /* 074 */, 234 /* 075 */,
235 /* 076 */, 236 /* 077 */, 236 /* 078 */, 237 /* 079 */,
238 /* 080 */, 238 /* 081 */, 239 /* 082 */, 239 /* 083 */,
240 /* 084 */, 241 /* 085 */, 241 /* 086 */, 242 /* 087 */,
242 /* 088 */, 243 /* 089 */, 243 /* 090 */, 244 /* 091 */,
244 /* 092 */, 244 /* 093 */, 245 /* 094 */, 245 /* 095 */,
246 /* 096 */, 246 /* 097 */, 247 /* 098 */, 247 /* 099 */,
247 /* 100 */, 248 /* 101 */, 248 /* 102 */, 249 /* 103 */,
249 /* 104 */, 249 /* 105 */, 250 /* 106 */, 250 /* 107 */,
250 /* 108 */, 251 /* 109 */, 251 /* 110 */, 251 /* 111 */,
252 /* 112 */, 252 /* 113 */, 252 /* 114 */, 253 /* 115 */,
253 /* 116 */, 253 /* 117 */, 254 /* 118 */, 254 /* 119 */,
254 /* 120 */, 254 /* 121 */, 255 /* 122 */, 255 /* 123 */,
255 /* 124 */, 255 /* 125 */, 255 /* 126 */, 255 /* 127 */,
};
void Renderer::recompute_amp(Voice *v)
{
Channel *chan = &channel[v->channel];
int chanvol = chan->volume;
int chanexpr = chan->expression;
if (v->sample->type == INST_GUS)
{
v->attenuation = (vol_table[(chanvol * chanexpr) / 127] * vol_table[v->velocity]) * ((127 + 64) / 12419775.f);
}
else
{
// Implicit modulators from SF2 spec
double velatten, cc7atten, cc11atten;
velatten = log10(127.0 / v->velocity);
cc7atten = log10(127.0 / chanvol);
cc11atten = log10(127.0 / chanexpr);
v->attenuation = float(400 * (velatten + cc7atten + cc11atten)) + v->sample->initial_attenuation;
}
}
// Pan must be in the range [0,1]
void Renderer::compute_pan(double pan, int type, float &left_offset, float &right_offset)
{
if (pan <= 0)
{
left_offset = 1;
right_offset = 0;
}
else if (pan >= 127/128.0)
{
left_offset = 0;
right_offset = 1;
}
else
{
if (type == INST_GUS)
{
/* Original amp equation looks like this:
* calc_gf1_amp(atten + offset)
* which expands to:
* 2^(16*(atten + offset) - 16)
* Keeping in mind that 2^(x + y) == 2^x * 2^y, we can
* rewrite this to avoid doing two pows in GF1Envelope::ApplyToAmp():
* 2^(16*atten + 16*offset - 16)
* 2^(16*atten - 16 + 16 * offset + 16 - 16)
* 2^(16*atten - 16) * 2^(16*offset + 16 - 16)
* 2^(16*atten - 16) * 2^(16*(offset + 1) - 16)
* calc_gf1_amp(atten) * calc_gf1_amp(offset + 1)
*/
right_offset = (float)calc_gf1_amp((log(pan) * (1 / (log_of_2 * 32))) + 1);
left_offset = (float)calc_gf1_amp((log(1 - pan) * (1 / (log_of_2 * 32))) + 1);
}
else
{
/* Equal Power Panning for SF2/DLS.
*/
left_offset = (float)sqrt(1 - pan);
right_offset = (float)sqrt(pan);
}
}
}
void Renderer::kill_key_group(int i)
{
int j = voices;
if (voice[i].sample->key_group == 0)
{
return;
}
while (j--)
{
if ((voice[j].status & VOICE_RUNNING) && !(voice[j].status & (VOICE_RELEASING | VOICE_STOPPING))) continue;
if (i == j) continue;
if (voice[i].channel != voice[j].channel) continue;
if (voice[j].sample->key_group != voice[i].sample->key_group) continue;
kill_note(j);
}
}
float Renderer::calculate_scaled_frequency(Sample *sp, int note)
{
double scalednote = (note - sp->scale_note) * sp->scale_factor / 1024.0 + sp->scale_note + sp->tune * 0.01;
return (float)note_to_freq(scalednote);
}
bool Renderer::start_region(int chan, int note, int vel, Sample *sp, float f)
{
int voicenum;
Voice *v;
voicenum = allocate_voice();
if (voicenum < 0)
{
return false;
}
v = &voice[voicenum];
v->sample = sp;
if (sp->type == INST_GUS)
{
v->orig_frequency = f;
}
else
{
if (sp->scale_factor != 1024)
{
v->orig_frequency = calculate_scaled_frequency(sp, note);
}
else if (sp->tune != 0)
{
v->orig_frequency = note_to_freq(note + sp->tune * 0.01);
}
else
{
v->orig_frequency = note_to_freq(note);
}
}
v->status = VOICE_RUNNING;
v->channel = chan;
v->note = note;
v->velocity = vel;
v->sample_offset = 0;
v->sample_increment = 0; /* make sure it isn't negative */
v->sample_count = 0;
v->tremolo_phase = 0;
v->tremolo_phase_increment = v->sample->tremolo_phase_increment;
v->tremolo_sweep = v->sample->tremolo_sweep_increment;
v->tremolo_sweep_position = 0;
v->vibrato_sweep = v->sample->vibrato_sweep_increment;
v->vibrato_sweep_position = 0;
v->vibrato_control_ratio = v->sample->vibrato_control_ratio;
v->vibrato_control_counter = v->vibrato_phase = 0;
kill_key_group(voicenum);
memset(v->vibrato_sample_increment, 0, sizeof(v->vibrato_sample_increment));
if (sp->type == INST_SF2)
{
// Channel pan is added to instrument pan.
double pan;
if (channel[chan].panning == NO_PANNING)
{
pan = (sp->panning + 500) / 1000.0;
}
else
{
pan = channel[chan].panning / 128.0 + sp->panning / 1000.0;
}
compute_pan(pan, sp->type, v->left_offset, v->right_offset);
}
else if (channel[chan].panning != NO_PANNING)
{
compute_pan(channel[chan].panning / 128.0, sp->type, v->left_offset, v->right_offset);
}
else
{
v->left_offset = v->sample->left_offset;
v->right_offset = v->sample->right_offset;
}
recompute_freq(voicenum);
recompute_amp(v);
v->control_counter = 0;
v->eg1.Init(this, v);
if (v->sample->modes & PATCH_LOOPEN)
{
v->status |= VOICE_LPE;
}
return true;
}
void Renderer::start_note(int chan, int note, int vel)
{
Instrument *ip;
Sample *sp;
int bank = channel[chan].bank;
int prog = channel[chan].program;
int i;
float f;
note &= 0x7f;
if (ISDRUMCHANNEL(chan))
{
if (NULL == instruments->drumset[bank] || NULL == (ip = instruments->drumset[bank]->instrument[note]))
{
if (!(ip = instruments->drumset[0]->instrument[note]))
return; /* No instrument? Then we can't play. */
}
assert(ip != MAGIC_LOAD_INSTRUMENT);
if (ip == MAGIC_LOAD_INSTRUMENT)
{
return;
}
if (ip->samples != 1 && ip->sample->type == INST_GUS)
{
cmsg(CMSG_WARNING, VERB_VERBOSE,
"Strange: percussion instrument with %d samples!", ip->samples);
}
}
else
{
if (channel[chan].program == SPECIAL_PROGRAM)
{
ip = default_instrument;
}
else if (NULL == instruments->tonebank[bank] || NULL == (ip = instruments->tonebank[bank]->instrument[prog]))
{
if (NULL == (ip = instruments->tonebank[0]->instrument[prog]))
return; /* No instrument? Then we can't play. */
}
assert(ip != MAGIC_LOAD_INSTRUMENT);
if (ip == MAGIC_LOAD_INSTRUMENT)
{
return;
}
}
if (NULL == ip->sample || ip->samples == 0)
return; /* No samples? Then nothing to play. */
// For GF1 patches, scaling is based solely on the first
// waveform in this layer.
if (ip->sample->type == INST_GUS && ip->sample->scale_factor != 1024)
{
f = calculate_scaled_frequency(ip->sample, note);
}
else
{
f = note_to_freq(note);
}
if (ip->sample->type == INST_GUS)
{
/* We're more lenient with matching ranges for GUS patches, since the
* official Gravis ones don't cover the full range of possible
* frequencies for every instrument.
*/
if (ip->samples == 1)
{ // If there's only one sample, definitely play it.
start_region(chan, note, vel, ip->sample, f);
}
for (i = ip->samples, sp = ip->sample; i != 0; --i, ++sp)
{
// GUS patches don't have velocity ranges, so no need to compare against them.
if (sp->low_freq <= f && sp->high_freq >= f)
{
if (i > 1 && (sp + 1)->low_freq <= f && (sp + 1)->high_freq >= f)
{ /* If there is a range of contiguous regions that match our
* desired frequency, the last one in that block is used.
*/
continue;
}
start_region(chan, note, vel, sp, f);
break;
}
}
if (i == 0)
{ /* Found nothing. Try again, but look for the one with the closest root frequency.
* As per the suggestion in the original TiMidity function, this search uses
* note values rather than raw frequencies.
*/
double cdiff = 1e10;
double want_note = freq_to_note(f);
Sample *closest = sp = ip->sample;
for (i = ip->samples; i != 0; --i, ++sp)
{
double diff = fabs(freq_to_note(sp->root_freq) - want_note);
if (diff < cdiff)
{
cdiff = diff;
closest = sp;
}
}
start_region(chan, note, vel, closest, f);
}
}
else
{
for (i = ip->samples, sp = ip->sample; i != 0; --i, ++sp)
{
if ((sp->low_vel <= vel && sp->high_vel >= vel &&
sp->low_freq <= f && sp->high_freq >= f))
{
if (!start_region(chan, note, vel, sp, f))
{ // Ran out of voices
break;
}
}
}
}
}
void Renderer::kill_note(int i)
{
Voice *v = &voice[i];
if (v->status & VOICE_RUNNING)
{
v->status &= ~VOICE_SUSTAINING;
v->status |= VOICE_RELEASING | VOICE_STOPPING;
}
}
int Renderer::allocate_voice()
{
int i, lowest;
float lv, v;
for (i = 0; i < voices; ++i)
{
if (!(voice[i].status & VOICE_RUNNING))
{
return i; /* Can't get a lower volume than silence */
}
}
/* Look for the decaying note with the lowest volume */
lowest = -1;
lv = 1e10;
i = voices;
while (i--)
{
if ((voice[i].status & VOICE_RELEASING) && !(voice[i].status & VOICE_STOPPING))
{
v = voice[i].attenuation;
if (v < lv)
{
lv = v;
lowest = i;
}
}
}
if (lowest >= 0)
{
/* This can still cause a click, but if we had a free voice to
spare for ramping down this note, we wouldn't need to kill it
in the first place... Still, this needs to be fixed. Perhaps
we could use a reserve of voices to play dying notes only. */
cut_notes++;
voice[lowest].status = 0;
}
else
{
lost_notes++;
}
return lowest;
}
void Renderer::note_on(int chan, int note, int vel)
{
if (vel == 0)
{
note_off(chan, note, 0);
return;
}
int i = voices;
/* Only one instance of a note can be playing on a single channel. */
while (i--)
{
if (voice[i].channel == chan && ((voice[i].note == note && !voice[i].sample->self_nonexclusive) || channel[chan].mono))
{
if (channel[chan].mono)
{
kill_note(i);
}
else
{
finish_note(i);
}
}
}
start_note(chan, note, vel);
}
void Renderer::finish_note(int i)
{
Voice *v = &voice[i];
if ((v->status & (VOICE_RUNNING | VOICE_RELEASING)) == VOICE_RUNNING)
{
v->status &= ~VOICE_SUSTAINING;
v->status |= VOICE_RELEASING;
if (!(v->sample->modes & PATCH_NO_SRELEASE))
{
v->status &= ~VOICE_LPE; /* sampled release */
}
v->eg1.Release(v);
v->eg2.Release(v);
}
}
void Renderer::note_off(int chan, int note, int vel)
{
int i;
for (i = voices; i-- > 0; )
{
if ((voice[i].status & VOICE_RUNNING) && !(voice[i].status & (VOICE_RELEASING | VOICE_STOPPING))
&& voice[i].channel == chan && voice[i].note == note)
{
if (channel[chan].sustain)
{
voice[i].status |= NOTE_SUSTAIN;
}
else
{
finish_note(i);
}
}
}
}
/* Process the All Notes Off event */
void Renderer::all_notes_off(int chan)
{
int i = voices;
while (i--)
{
if ((voice[i].status & VOICE_RUNNING) && voice[i].channel == chan)
{
if (channel[chan].sustain)
{
voice[i].status |= NOTE_SUSTAIN;
}
else
{
finish_note(i);
}
}
}
}
/* Process the All Sounds Off event */
void Renderer::all_sounds_off(int chan)
{
int i = voices;
while (i--)
{
if (voice[i].channel == chan &&
(voice[i].status & VOICE_RUNNING) &&
!(voice[i].status & VOICE_STOPPING))
{
kill_note(i);
}
}
}
void Renderer::adjust_pressure(int chan, int note, int amount)
{
int i = voices;
while (i--)
{
if ((voice[i].status & VOICE_RUNNING) &&
voice[i].channel == chan &&
voice[i].note == note)
{
voice[i].velocity = amount;
recompute_amp(&voice[i]);
apply_envelope_to_amp(&voice[i]);
if (!(voice[i].sample->self_nonexclusive))
{
return;
}
}
}
}
void Renderer::adjust_panning(int chan)
{
Channel *chanp = &channel[chan];
int i = voices;
while (i--)
{
Voice *v = &voice[i];
if ((v->channel == chan) && (v->status & VOICE_RUNNING))
{
double pan = chanp->panning / 128.0;
if (v->sample->type == INST_SF2)
{ // Add instrument pan to channel pan.
pan += v->sample->panning / 500.0;
}
compute_pan(pan, v->sample->type, v->left_offset, v->right_offset);
apply_envelope_to_amp(v);
}
}
}
void Renderer::drop_sustain(int chan)
{
int i = voices;
while (i--)
{
if (voice[i].channel == chan && (voice[i].status & NOTE_SUSTAIN))
{
finish_note(i);
}
}
}
void Renderer::adjust_pitchbend(int chan)
{
int i = voices;
while (i--)
{
if ((voice[i].status & VOICE_RUNNING) && voice[i].channel == chan)
{
recompute_freq(i);
}
}
}
void Renderer::adjust_volume(int chan)
{
int i = voices;
while (i--)
{
if (voice[i].channel == chan && (voice[i].status & VOICE_RUNNING))
{
recompute_amp(&voice[i]);
apply_envelope_to_amp(&voice[i]);
}
}
}
void Renderer::HandleEvent(int status, int parm1, int parm2)
{
int command = status & 0xF0;
int chan = status & 0x0F;
switch (command)
{
case ME_NOTEON:
note_on(chan, parm1, parm2);
break;
case ME_NOTEOFF:
note_off(chan, parm1, parm2);
break;
case ME_KEYPRESSURE:
adjust_pressure(chan, parm1, parm2);
break;
case ME_CONTROLCHANGE:
HandleController(chan, parm1, parm2);
break;
case ME_PROGRAM:
if (ISDRUMCHANNEL(chan))
{
/* Change drum set */
channel[chan].bank = parm1;
}
else
{
channel[chan].program = parm1;
}
break;
case ME_CHANNELPRESSURE:
/* Unimplemented */
break;
case ME_PITCHWHEEL:
channel[chan].pitchbend = parm1 | (parm2 << 7);
channel[chan].pitchfactor = 0;
/* Adjust for notes already playing */
adjust_pitchbend(chan);
break;
}
}
void Renderer::HandleController(int chan, int ctrl, int val)
{
switch (ctrl)
{
/* These should be the SCC-1 tone bank switch
commands. I don't know why there are two, or
why the latter only allows switching to bank 0.
Also, some MIDI files use 0 as some sort of
continuous controller. This will cause lots of
warnings about undefined tone banks. */
case CTRL_BANK_SELECT:
channel[chan].bank = val;
break;
case CTRL_BANK_SELECT+32:
if (val == 0)
{
channel[chan].bank = 0;
}
break;
case CTRL_VOLUME:
channel[chan].volume = val;
adjust_volume(chan);
break;
case CTRL_EXPRESSION:
channel[chan].expression = val;
adjust_volume(chan);
break;
case CTRL_PAN:
channel[chan].panning = val;
adjust_panning(chan);
break;
case CTRL_SUSTAIN:
channel[chan].sustain = val;
if (val == 0)
{
drop_sustain(chan);
}
break;
case CTRL_NRPN_LSB:
channel[chan].nrpn = (channel[chan].nrpn & 0x3F80) | (val);
channel[chan].nrpn_mode = true;
break;
case CTRL_NRPN_MSB:
channel[chan].nrpn = (channel[chan].nrpn & 0x007F) | (val << 7);
channel[chan].nrpn_mode = true;
break;
case CTRL_RPN_LSB:
channel[chan].rpn = (channel[chan].rpn & 0x3F80) | (val);
channel[chan].nrpn_mode = false;
break;
case CTRL_RPN_MSB:
channel[chan].rpn = (channel[chan].rpn & 0x007F) | (val << 7);
channel[chan].nrpn_mode = false;
break;
case CTRL_DATA_ENTRY:
if (channel[chan].nrpn_mode)
{
DataEntryCoarseNRPN(chan, channel[chan].nrpn, val);
}
else
{
DataEntryCoarseRPN(chan, channel[chan].rpn, val);
}
break;
case CTRL_DATA_ENTRY+32:
if (channel[chan].nrpn_mode)
{
DataEntryFineNRPN(chan, channel[chan].nrpn, val);
}
else
{
DataEntryFineRPN(chan, channel[chan].rpn, val);
}
break;
case CTRL_ALL_SOUNDS_OFF:
all_sounds_off(chan);
break;
case CTRL_RESET_CONTROLLERS:
reset_controllers(chan);
break;
case CTRL_ALL_NOTES_OFF:
all_notes_off(chan);
break;
}
}
void Renderer::DataEntryCoarseRPN(int chan, int rpn, int val)
{
switch (rpn)
{
case RPN_PITCH_SENS:
channel[chan].pitchsens = (channel[chan].pitchsens % 100) + (val * 100);
channel[chan].pitchfactor = 0;
break;
// TiMidity resets the pitch sensitivity when a song attempts to write to
// RPN_RESET. My docs tell me this is just a dummy value that is guaranteed
// to not cause future data entry to go anywhere until a new RPN is set.
}
}
void Renderer::DataEntryFineRPN(int chan, int rpn, int val)
{
switch (rpn)
{
case RPN_PITCH_SENS:
channel[chan].pitchsens = (channel[chan].pitchsens / 100) * 100 + val;
channel[chan].pitchfactor = 0;
break;
}
}
void Renderer::DataEntryCoarseNRPN(int chan, int nrpn, int val)
{
}
void Renderer::DataEntryFineNRPN(int chan, int nrpn, int val)
{
}
void Renderer::HandleLongMessage(const uint8_t *data, int len)
{
// SysEx handling goes here.
}
void Renderer::Reset()
{
lost_notes = cut_notes = 0;
reset_midi();
}
}