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An implementation in GO would require either samples to be available (then similar to the functionality for choosing among different attacks, i.e. using Pipe999Attack999AttackVelocity), or there should be a mathematical model of how the release should be modified in function of the release key speed. Is any of these available?
Wet/Dry mix in realtime
Note: this is a duplicate of #18. There is, I think, a major issue both with the method that Bas suggests and the implementation in GO. Any (simulated) pipe sound consists of three parts: attack, actual tone (looped) and release. The filtering HAS to be applied to the full pipe sound, containing all these parts. If filtering is applied to the parts individually, there is a risk that the transitions between the parts will not sound natural. One can try to hide this by applying cross-fading between...
There is, I think, a major issue both with the method that Bas suggests and the implementation in GO. Any (simulated) pipe sound consists of three parts: attack, actual tone (looped) and release. The filtering HAS to be applied to the full pipe sound, containing all these parts. If filtering is applied to the parts individually, there is a risk that the transitions between the parts will not sound naturally. One can try to hide this by applying cross-fading between the parts, but that doesn't feel...
Sample Sets
Building on OS X