Open acoto87 opened 4 years ago
Maybe these make the difference: TSFDEF void tsf_channel_note_off_all(tsf f, int channel); //end with sustain and release TSFDEF void tsf_channel_sounds_off_all(tsf f, int channel); //end immediatly
Yeah, tsf_channel_sounds_off_all
internally call tsf_voice_endquick
which is what I would want in this case when I call tsf_channel_note_on(soundFont, channel, key, 0);
. Maybe I'm not suppose to use 0
volume as a mean to mute a sound and instead I need to call some variant of tsf_channel_note_off_all
or tsf_channel_sounds_off_all
.
Thanks for the response :)
If I call
tsf_channel_note_on(soundFont, channel, key, 0);
internally the library calltsf_note_off(f, preset_index, key);
which causes the notes for the channel to go off, but applying sustain (some kind of fading out I think).I'm using that first call as a way to mute the music of my game, is there any way the sustain and release doesn't get applied? Or should I approach the muting of the music in another way?
I also have this problem when I change the music, say Music 1 is playing and the I as a player change it to Music 2, you can hear the fading out of Music 1 while the Music 2 starts to play.
Am I doing something wrong, using the library wrong or something?