Lots of good stuff here. . . . 60 the default MIDI note, you shouls be able to preview it and lots of reasones for putting in excess high end if you intend to run it all through a synth filter later in the process. . .
THese are best illistrated by pulling in the Fluid3_GM.sf2 file which will probably be pretty familiar if you’ve used Fluidsynth on a zynth . . . Dig around see how it’s done . . .
Because I was trained by the BBC (god bless er…) and we did all audio alignment against a 1Khz tone. It was probably a better tone for audio quality rather than musical pitch as it sat closer to the centre of the A weighted (human voice like) than 440Hz did. Or at least that’s what I was taught in conditions that were straight out of an English public school . .
what about some MOD-UI plugins like swh analogueOsc, swh sinCos,swh fmOsc, CAPS sin, MDA TestTone, InvadaTesttones…
Rename the topic and some info in your posts and you have a primer about building your own soundfonts with polyphone and importing into zynthian.
Posting a link on the wiki and on sf related mailing lists/ other forae might be of interest for the polyphone user folks. We might get someone interested in zynthian as well.
Thank you anyway for this nice attribution to soundfont creation.
God bless you, Marius
Well I’d like to produce something for as many engines as we support to allow us to ensure that each engine produces similar levels under similar conditions.
There is an element of automated testing here and the ability to confirm a particular engine is producing a recognised signal is a good starting point. We have a powerful system and the ability to ‘tame’ so many different engines and present them in as generic fashion as we can will help the overall project.
the name is basically a generic that can be applied to any engine with the sinewave part allowing each engine implementation to be grouped togeter.