Java soundbank file




















Different General MIDI synthesizers can sound quite different, even when playing what's supposed to be the same instrument. This section shows how to change the instruments from the default set that the synthesizer comes with. If there is no default, meaning that no instruments are loaded when you access the synthesizer, you'll have to use this API to start with in any case. To learn whether the instruments currently loaded into the synthesizer are the ones you want, you can invoke this Synthesizer method:.

Most likely, you would display the instruments' names in the user interface using the getName method of Instrument , and let the user decide whether to use those instruments or load others. The Instrument API includes a method that reports which soundbank the instrument belongs to. The soundbank's name might help your program or the user ascertain exactly what the instrument is.

The Soundbank API includes methods to retrieve the soundbank's name, vendor, and version number, by which the program or the user can verify the bank's identity.

However, you can't assume when you first get a synthesizer that the instruments from the default soundbank have been loaded into the synthesizer. For example, a synthesizer might have a large assortment of built-in instruments available for use, but because of its limited memory it might not load them automatically. The user might decide to load instruments that are different from the current ones or you might make that decision programmatically.

The following method tells you which instruments come with the synthesizer versus having to be loaded from soundbank files :. The instrument gets loaded into the synthesizer in the location specified by the instrument's Patch object which can be retrieved using the getPatch method of Instrument.

To load instruments from other soundbanks, first invoke Synthesizer's isSupportedSoundbank method to make sure that the soundbank is compatible with this synthesizer if it isn't, you can iterate over the system's synthesizers to try to find one that supports the soundbank.

You can then invoke one of these methods to load instruments from the soundbank:. As the names suggest, the first of these loads the entire set of instruments from a given soundbank, and the second loads selected instruments from the soundbank. You could also use Soundbank's getInstruments method to access all the instruments, then iterate over them and load selected instruments one at a time using loadInstrument.

It's not necessary for all the instruments you load to be from the same soundbank. You could use loadInstrument or loadInstruments to load certain instruments from one soundbank, another set from a different soundbank, and so on.

Each instrument has its own Patch object that specifies the location on the synthesizer where the instrument should be loaded. The location is defined by a bank number and a program number. There's no API to change the location by changing the patch's bank or program number. However, it is possible to load an instrument into a location other than the one specified by its patch, using the following method of Synthesizer :.

This method unloads its first argument from the synthesizer, and places its second argument in whatever synthesizer patch location had been occupied by the first argument. Loading an instrument into a program location automatically unloads whatever instrument was already at that location, if any.

You can also explicitly unload instruments without necessarily replacing them with new ones. Synthesizer includes three unloading methods that correspond to the three loading methods. If the synthesizer receives a program-change message that selects a program location where no instrument is currently loaded, there won't be any sound from the MIDI channel on which the program-change message was sent. Some synthesizers store other information besides instruments in their soundbanks.

For example, a wavetable synthesizer stores audio samples that one or more instruments can access. Because the samples might be shared by multiple instruments, they're stored in the soundbank independently of any instrument.

Both the Soundbank interface and the Instrument class provide a method call getSoundbankResources , which returns a list of SoundbankResource objects. The details of these objects are specific to the synthesizer for which the soundbank is designed.

In the case of wavetable synthesis, a resource might be an object that encapsulates a series of audio samples, taken from one snippet of a sound recording. Synthesizers that use other synthesis techniques might store other kinds of objects in the synthesizer's SoundbankResources array. The Synthesizer interface includes methods that return information about the synthesizer's capabilities:.

The latency measures the worst-case delay between the time a MIDI message is delivered to the synthesizer and the time that the synthesizer actually produces the corresponding result. For example, it might take a synthesizer a few milliseconds to begin generating audio after receiving a note-on event.

The getMaxPolyphony method indicates how many notes the synthesizer can sound simultaneously, as discussed earlier under Voices. As mentioned in the same discussion, a synthesizer can provide information about its voices.

This is accomplished through the following method:. The array's length should normally be the same number returned by getMaxPolyphony. If the synthesizer isn't playing, all its VoiceStatus objects have their active field set to false.

You can learn additional information about the current status of a synthesizer by retrieving its MidiChannel objects and querying their state. This is discussed more in the next section. Sometimes it's useful or necessary to access a synthesizer's MidiChannel objects directly.

This section discusses such situations. Instead, you just load the sequence into a sequencer, connect the sequencer to the synthesizer, and let it run.

The sequencer takes care of scheduling the events, and the result is a predictable musical performance. This scenario works fine when the desired music is known in advance, which is true when it's read from a file.

In some situations, however, the music is generated on the fly as it's playing. For example, the user interface might display a musical keyboard or a guitar fretboard and let the user play notes at will by clicking with the mouse.

As another example, an application might use a synthesizer not to play music per se, but to generate sound effects in response to the user's actions. This scenario is typical of games.

I'm trying to consolidate as much of a MIDI program into the jar file as I can, and the last thing I have to add is the soundbank file I'm using, as users won't have the soundbanks installed.

I'm trying to put it into my jar file, and then load it with getResource in the Class class, but I'm getting an InvalidMidiDataException on a soundbank that I know is valid. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Asked 11 years, 9 months ago. Active 11 years, 9 months ago.

Viewed times. Improve this question. Pyroclastic Pyroclastic 81 1 1 gold badge 1 1 silver badge 3 3 bronze badges. When a soundbank file contains compressed data it is first. Java will read the 'channels' and 'frames' properties from the. An integer wrap can occur during this calculation resulting.

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