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author | Wohlstand <admin@wohlnet.ru> | 2020-09-16 21:17:34 +0300 |
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committer | Wohlstand <admin@wohlnet.ru> | 2020-09-16 21:18:48 +0300 |
commit | ace610fe613d6eb7633aec98632966d09540dd46 (patch) | |
tree | 46fce4cf237d468d4e32d7329ea08ab197e0d35d /src/adlmidi_midiplay.cpp | |
parent | d1951836d5e604eef5ea5edeee47c86cac2c1df2 (diff) | |
download | libADLMIDI-ace610fe613d6eb7633aec98632966d09540dd46.tar.gz libADLMIDI-ace610fe613d6eb7633aec98632966d09540dd46.tar.bz2 libADLMIDI-ace610fe613d6eb7633aec98632966d09540dd46.zip |
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.cpp | 5 |
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; |