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authorWohlstand <admin@wohlnet.ru>2020-09-16 21:17:34 +0300
committerWohlstand <admin@wohlnet.ru>2020-09-16 21:18:48 +0300
commitace610fe613d6eb7633aec98632966d09540dd46 (patch)
tree46fce4cf237d468d4e32d7329ea08ab197e0d35d /src/adlmidi_midiplay.cpp
parentd1951836d5e604eef5ea5edeee47c86cac2c1df2 (diff)
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Added old and buggy HMI volume model
It's needed to make a correct sounding of music of some game soundtracks such as "Asterix & Obelix" TODO: Verify the behavior of drums, seems still being different!
Diffstat (limited to 'src/adlmidi_midiplay.cpp')
-rw-r--r--src/adlmidi_midiplay.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/adlmidi_midiplay.cpp b/src/adlmidi_midiplay.cpp
index c6fc1b6..8d92933 100644
--- a/src/adlmidi_midiplay.cpp
+++ b/src/adlmidi_midiplay.cpp
@@ -1247,7 +1247,7 @@ void MIDIplay::noteUpdate(size_t midCh,
{
const MIDIchannel &ch = m_midiChannels[midCh];
bool is_percussion = (midCh == 9) || ch.is_xg_percussion;
- uint_fast32_t brightness = is_percussion ? 127 : ch.brightness;
+ uint_fast32_t brightness = ch.brightness;
if(!m_setup.fullRangeBrightnessCC74)
{
@@ -1262,7 +1262,8 @@ void MIDIplay::noteUpdate(size_t midCh,
vol,
ch.volume,
ch.expression,
- static_cast<uint8_t>(brightness));
+ brightness,
+ is_percussion);
/* DEBUG ONLY!!!
static uint32_t max = 0;