Beispiel #1
0
 public void ApplyGlobal(SfzRegion globalRegion)
 {
     if (globalRegion.sample != null)
     {
         this.sample = globalRegion.sample;
     }
     if (globalRegion.loChan != 255)
     {
         this.loChan = globalRegion.loChan;
     }
     if (globalRegion.hiChan != 255)
     {
         this.hiChan = globalRegion.hiChan;
     }
     if (globalRegion.loKey != 255)
     {
         this.loKey = globalRegion.loKey;
     }
     if (globalRegion.hiKey != 255)
     {
         this.hiKey = globalRegion.hiKey;
     }
     if (globalRegion.loVel != 255)
     {
         this.loVel = globalRegion.loVel;
     }
     if (globalRegion.hiVel != 255)
     {
         this.hiVel = globalRegion.hiVel;
     }
     if (globalRegion.loBend != short.MaxValue)
     {
         this.loBend = globalRegion.loBend;
     }
     if (globalRegion.hiBend != short.MaxValue)
     {
         this.hiBend = globalRegion.hiBend;
     }
     if (globalRegion.loChanAft != 255)
     {
         this.loChanAft = globalRegion.loChanAft;
     }
     if (globalRegion.hiChanAft != 255)
     {
         this.hiChanAft = globalRegion.hiChanAft;
     }
     if (globalRegion.loPolyAft != 255)
     {
         this.loPolyAft = globalRegion.loPolyAft;
     }
     if (globalRegion.hiPolyAft != 255)
     {
         this.hiPolyAft = globalRegion.hiPolyAft;
     }
     if (globalRegion.group != int.MaxValue)
     {
         this.group = globalRegion.group;
     }
     if (globalRegion.offBy != int.MaxValue)
     {
         this.offBy = globalRegion.offBy;
     }
     if ((int)globalRegion.offMode != int.MaxValue)
     {
         this.offMode = globalRegion.offMode;
     }
     if (globalRegion.delay != float.MaxValue)
     {
         this.delay = globalRegion.delay;
     }
     if (globalRegion.offset != int.MaxValue)
     {
         this.offset = globalRegion.offset;
     }
     if (globalRegion.end != int.MaxValue)
     {
         this.end = globalRegion.end;
     }
     if (globalRegion.count != int.MaxValue)
     {
         this.count = globalRegion.count;
     }
     if ((int)globalRegion.loopMode != int.MaxValue)
     {
         this.loopMode = globalRegion.loopMode;
     }
     if (globalRegion.loopStart != int.MaxValue)
     {
         this.loopStart = globalRegion.loopStart;
     }
     if (globalRegion.loopEnd != int.MaxValue)
     {
         this.loopEnd = globalRegion.loopEnd;
     }
     if (globalRegion.transpose != short.MaxValue)
     {
         this.transpose = globalRegion.transpose;
     }
     if (globalRegion.tune != short.MaxValue)
     {
         this.tune = globalRegion.tune;
     }
     if (globalRegion.pitchKeyCenter != short.MaxValue)
     {
         this.pitchKeyCenter = globalRegion.pitchKeyCenter;
     }
     if (globalRegion.pitchKeyTrack != short.MaxValue)
     {
         this.pitchKeyTrack = globalRegion.pitchKeyTrack;
     }
     if (globalRegion.pitchVelTrack != short.MaxValue)
     {
         this.pitchVelTrack = globalRegion.pitchVelTrack;
     }
     if (globalRegion.pitchEGDelay != float.MaxValue)
     {
         this.pitchEGDelay = globalRegion.pitchEGDelay;
     }
     if (globalRegion.pitchEGStart != float.MaxValue)
     {
         this.pitchEGStart = globalRegion.pitchEGStart;
     }
     if (globalRegion.pitchEGAttack != float.MaxValue)
     {
         this.pitchEGAttack = globalRegion.pitchEGAttack;
     }
     if (globalRegion.pitchEGHold != float.MaxValue)
     {
         this.pitchEGHold = globalRegion.pitchEGHold;
     }
     if (globalRegion.pitchEGDecay != float.MaxValue)
     {
         this.pitchEGDecay = globalRegion.pitchEGDecay;
     }
     if (globalRegion.pitchEGSustain != float.MaxValue)
     {
         this.pitchEGSustain = globalRegion.pitchEGSustain;
     }
     if (globalRegion.pitchEGRelease != float.MaxValue)
     {
         this.pitchEGRelease = globalRegion.pitchEGRelease;
     }
     if (globalRegion.pitchEGDepth != short.MaxValue)
     {
         this.pitchEGDepth = globalRegion.pitchEGDepth;
     }
     if (globalRegion.pitchEGVel2Delay != float.MaxValue)
     {
         this.pitchEGVel2Delay = globalRegion.pitchEGVel2Delay;
     }
     if (globalRegion.pitchEGVel2Attack != float.MaxValue)
     {
         this.pitchEGVel2Attack = globalRegion.pitchEGVel2Attack;
     }
     if (globalRegion.pitchEGVel2Hold != float.MaxValue)
     {
         this.pitchEGVel2Hold = globalRegion.pitchEGVel2Hold;
     }
     if (globalRegion.pitchEGVel2Decay != float.MaxValue)
     {
         this.pitchEGVel2Decay = globalRegion.pitchEGVel2Decay;
     }
     if (globalRegion.pitchEGVel2Sustain != float.MaxValue)
     {
         this.pitchEGVel2Sustain = globalRegion.pitchEGVel2Sustain;
     }
     if (globalRegion.pitchEGVel2Release != float.MaxValue)
     {
         this.pitchEGVel2Release = globalRegion.pitchEGVel2Release;
     }
     if (globalRegion.pitchEGVel2Depth != short.MaxValue)
     {
         this.pitchEGVel2Depth = globalRegion.pitchEGVel2Depth;
     }
     if (globalRegion.pitchLfoDelay != float.MaxValue)
     {
         this.pitchLfoDelay = globalRegion.pitchLfoDelay;
     }
     if (globalRegion.pitchLfoFrequency != float.MaxValue)
     {
         this.pitchLfoFrequency = globalRegion.pitchLfoFrequency;
     }
     if (globalRegion.pitchLfoDepth != short.MaxValue)
     {
         this.pitchLfoDepth = globalRegion.pitchLfoDepth;
     }
     if (globalRegion.filterType != FilterTypeEnum.None)
     {
         this.filterType = globalRegion.filterType;
     }
     if (globalRegion.cutOff != float.MaxValue)
     {
         this.cutOff = globalRegion.cutOff;
     }
     if (globalRegion.resonance != float.MaxValue)
     {
         this.resonance = globalRegion.resonance;
     }
     if (globalRegion.filterKeyTrack != short.MaxValue)
     {
         this.filterKeyTrack = globalRegion.filterKeyTrack;
     }
     if (globalRegion.filterKeyCenter != 255)
     {
         this.filterKeyCenter = globalRegion.filterKeyCenter;
     }
     if (globalRegion.filterVelTrack != short.MaxValue)
     {
         this.filterVelTrack = globalRegion.filterVelTrack;
     }
     if (globalRegion.filterEGDelay != float.MaxValue)
     {
         this.filterEGDelay = globalRegion.filterEGDelay;
     }
     if (globalRegion.filterEGStart != float.MaxValue)
     {
         this.filterEGStart = globalRegion.filterEGStart;
     }
     if (globalRegion.filterEGAttack != float.MaxValue)
     {
         this.filterEGAttack = globalRegion.filterEGAttack;
     }
     if (globalRegion.filterEGHold != float.MaxValue)
     {
         this.filterEGHold = globalRegion.filterEGHold;
     }
     if (globalRegion.filterEGDecay != float.MaxValue)
     {
         this.filterEGDecay = globalRegion.filterEGDecay;
     }
     if (globalRegion.filterEGSustain != float.MaxValue)
     {
         this.filterEGSustain = globalRegion.filterEGSustain;
     }
     if (globalRegion.filterEGRelease != float.MaxValue)
     {
         this.filterEGRelease = globalRegion.filterEGRelease;
     }
     if (globalRegion.filterEGDepth != short.MaxValue)
     {
         this.filterEGDepth = globalRegion.filterEGDepth;
     }
     if (globalRegion.filterEGVel2Delay != float.MaxValue)
     {
         this.filterEGVel2Delay = globalRegion.filterEGVel2Delay;
     }
     if (globalRegion.filterEGVel2Attack != float.MaxValue)
     {
         this.filterEGVel2Attack = globalRegion.filterEGVel2Attack;
     }
     if (globalRegion.filterEGVel2Hold != float.MaxValue)
     {
         this.filterEGVel2Hold = globalRegion.filterEGVel2Hold;
     }
     if (globalRegion.filterEGVel2Decay != float.MaxValue)
     {
         this.filterEGVel2Decay = globalRegion.filterEGVel2Decay;
     }
     if (globalRegion.filterEGVel2Sustain != float.MaxValue)
     {
         this.filterEGVel2Sustain = globalRegion.filterEGVel2Sustain;
     }
     if (globalRegion.filterEGVel2Release != float.MaxValue)
     {
         this.filterEGVel2Release = globalRegion.filterEGVel2Release;
     }
     if (globalRegion.filterEGVel2Depth != short.MaxValue)
     {
         this.filterEGVel2Depth = globalRegion.filterEGVel2Depth;
     }
     if (globalRegion.filterLfoDelay != float.MaxValue)
     {
         this.filterLfoDelay = globalRegion.filterLfoDelay;
     }
     if (globalRegion.filterLfoFrequency != float.MaxValue)
     {
         this.filterLfoFrequency = globalRegion.filterLfoFrequency;
     }
     if (globalRegion.filterLfoDepth != float.MaxValue)
     {
         this.filterLfoDepth = globalRegion.filterLfoDepth;
     }
     if (globalRegion.volume != float.MaxValue)
     {
         this.volume = globalRegion.volume;
     }
     if (globalRegion.pan != float.MaxValue)
     {
         this.pan = globalRegion.pan;
     }
     if (globalRegion.ampKeyTrack != float.MaxValue)
     {
         this.ampKeyTrack = globalRegion.ampKeyTrack;
     }
     if (globalRegion.ampKeyCenter != 255)
     {
         this.ampKeyCenter = globalRegion.ampKeyCenter;
     }
     if (globalRegion.ampVelTrack != float.MaxValue)
     {
         this.ampVelTrack = globalRegion.ampVelTrack;
     }
     if (globalRegion.ampEGDelay != float.MaxValue)
     {
         this.ampEGDelay = globalRegion.ampEGDelay;
     }
     if (globalRegion.ampEGStart != float.MaxValue)
     {
         this.ampEGStart = globalRegion.ampEGStart;
     }
     if (globalRegion.ampEGAttack != float.MaxValue)
     {
         this.ampEGAttack = globalRegion.ampEGAttack;
     }
     if (globalRegion.ampEGHold != float.MaxValue)
     {
         this.ampEGHold = globalRegion.ampEGHold;
     }
     if (globalRegion.ampEGDecay != float.MaxValue)
     {
         this.ampEGDecay = globalRegion.ampEGDecay;
     }
     if (globalRegion.ampEGSustain != float.MaxValue)
     {
         this.ampEGSustain = globalRegion.ampEGSustain;
     }
     if (globalRegion.ampEGRelease != float.MaxValue)
     {
         this.ampEGRelease = globalRegion.ampEGRelease;
     }
     if (globalRegion.ampEGVel2Delay != float.MaxValue)
     {
         this.ampEGVel2Delay = globalRegion.ampEGVel2Delay;
     }
     if (globalRegion.ampEGVel2Attack != float.MaxValue)
     {
         this.ampEGVel2Attack = globalRegion.ampEGVel2Attack;
     }
     if (globalRegion.ampEGVel2Hold != float.MaxValue)
     {
         this.ampEGVel2Hold = globalRegion.ampEGVel2Hold;
     }
     if (globalRegion.ampEGVel2Decay != float.MaxValue)
     {
         this.ampEGVel2Decay = globalRegion.ampEGVel2Decay;
     }
     if (globalRegion.ampEGVel2Sustain != float.MaxValue)
     {
         this.ampEGVel2Sustain = globalRegion.ampEGVel2Sustain;
     }
     if (globalRegion.ampEGVel2Release != float.MaxValue)
     {
         this.ampEGVel2Release = globalRegion.ampEGVel2Release;
     }
     if (globalRegion.ampLfoDelay != float.MaxValue)
     {
         this.ampLfoDelay = globalRegion.ampLfoDelay;
     }
     if (globalRegion.ampLfoFrequency != float.MaxValue)
     {
         this.ampLfoFrequency = globalRegion.ampLfoFrequency;
     }
     if (globalRegion.ampLfoDepth != float.MaxValue)
     {
         this.ampLfoDepth = globalRegion.ampLfoDepth;
     }
 }
 public void ApplyGlobal(SfzRegion globalRegion)
 {
     if (globalRegion.sample != null)
         this.sample = globalRegion.sample;
     if (globalRegion.loChan != 255)
         this.loChan = globalRegion.loChan;
     if (globalRegion.hiChan != 255)
         this.hiChan = globalRegion.hiChan;
     if (globalRegion.loKey != 255)
         this.loKey = globalRegion.loKey;
     if (globalRegion.hiKey != 255)
         this.hiKey = globalRegion.hiKey;
     if (globalRegion.loVel != 255)
         this.loVel = globalRegion.loVel;
     if (globalRegion.hiVel != 255)
         this.hiVel = globalRegion.hiVel;
     if (globalRegion.loBend != short.MaxValue)
         this.loBend = globalRegion.loBend;
     if (globalRegion.hiBend != short.MaxValue)
         this.hiBend = globalRegion.hiBend;
     if (globalRegion.loChanAft != 255)
         this.loChanAft = globalRegion.loChanAft;
     if (globalRegion.hiChanAft != 255)
         this.hiChanAft = globalRegion.hiChanAft;
     if (globalRegion.loPolyAft != 255)
         this.loPolyAft = globalRegion.loPolyAft;
     if (globalRegion.hiPolyAft != 255)
         this.hiPolyAft = globalRegion.hiPolyAft;
     if (globalRegion.group != int.MaxValue)
         this.group = globalRegion.group;
     if (globalRegion.offBy != int.MaxValue)
         this.offBy = globalRegion.offBy;
     if ((int)globalRegion.offMode != int.MaxValue)
         this.offMode = globalRegion.offMode;
     if (globalRegion.delay != float.MaxValue)
         this.delay = globalRegion.delay;
     if (globalRegion.offset != int.MaxValue)
         this.offset = globalRegion.offset;
     if (globalRegion.end != int.MaxValue)
         this.end = globalRegion.end;
     if (globalRegion.count != int.MaxValue)
         this.count = globalRegion.count;
     if ((int)globalRegion.loopMode != int.MaxValue)
         this.loopMode = globalRegion.loopMode;
     if (globalRegion.loopStart != int.MaxValue)
         this.loopStart = globalRegion.loopStart;
     if (globalRegion.loopEnd != int.MaxValue)
         this.loopEnd = globalRegion.loopEnd;
     if (globalRegion.transpose != short.MaxValue)
         this.transpose = globalRegion.transpose;
     if (globalRegion.tune != short.MaxValue)
         this.tune = globalRegion.tune;
     if (globalRegion.pitchKeyCenter != short.MaxValue)
         this.pitchKeyCenter = globalRegion.pitchKeyCenter;
     if (globalRegion.pitchKeyTrack != short.MaxValue)
         this.pitchKeyTrack = globalRegion.pitchKeyTrack;
     if (globalRegion.pitchVelTrack != short.MaxValue)
         this.pitchVelTrack = globalRegion.pitchVelTrack;
     if (globalRegion.pitchEGDelay != float.MaxValue)
         this.pitchEGDelay = globalRegion.pitchEGDelay;
     if(globalRegion.pitchEGStart != float.MaxValue)
         this.pitchEGStart = globalRegion.pitchEGStart;
     if(globalRegion.pitchEGAttack != float.MaxValue)
         this.pitchEGAttack = globalRegion.pitchEGAttack;
     if(globalRegion.pitchEGHold != float.MaxValue)
         this.pitchEGHold = globalRegion.pitchEGHold;
     if(globalRegion.pitchEGDecay != float.MaxValue)
         this.pitchEGDecay = globalRegion.pitchEGDecay;
     if(globalRegion.pitchEGSustain != float.MaxValue)
         this.pitchEGSustain = globalRegion.pitchEGSustain;
     if(globalRegion.pitchEGRelease != float.MaxValue)
         this.pitchEGRelease = globalRegion.pitchEGRelease;
     if(globalRegion.pitchEGDepth != short.MaxValue)
         this.pitchEGDepth = globalRegion.pitchEGDepth;
     if(globalRegion.pitchEGVel2Delay != float.MaxValue)
         this.pitchEGVel2Delay = globalRegion.pitchEGVel2Delay;
     if(globalRegion.pitchEGVel2Attack != float.MaxValue)
         this.pitchEGVel2Attack = globalRegion.pitchEGVel2Attack;
     if(globalRegion.pitchEGVel2Hold != float.MaxValue)
         this.pitchEGVel2Hold = globalRegion.pitchEGVel2Hold;
     if(globalRegion.pitchEGVel2Decay != float.MaxValue)
         this.pitchEGVel2Decay = globalRegion.pitchEGVel2Decay;
     if(globalRegion.pitchEGVel2Sustain != float.MaxValue)
         this.pitchEGVel2Sustain = globalRegion.pitchEGVel2Sustain;
     if(globalRegion.pitchEGVel2Release != float.MaxValue)
         this.pitchEGVel2Release = globalRegion.pitchEGVel2Release;
     if(globalRegion.pitchEGVel2Depth != short.MaxValue)
         this.pitchEGVel2Depth = globalRegion.pitchEGVel2Depth;
     if(globalRegion.pitchLfoDelay != float.MaxValue)
         this.pitchLfoDelay = globalRegion.pitchLfoDelay;
     if(globalRegion.pitchLfoFrequency != float.MaxValue)
         this.pitchLfoFrequency = globalRegion.pitchLfoFrequency;
     if(globalRegion.pitchLfoDepth != short.MaxValue)
         this.pitchLfoDepth = globalRegion.pitchLfoDepth;
     if(globalRegion.filterType != FilterTypeEnum.None)
         this.filterType = globalRegion.filterType;
     if(globalRegion.cutOff != float.MaxValue)
         this.cutOff = globalRegion.cutOff;
     if(globalRegion.resonance != float.MaxValue)
         this.resonance = globalRegion.resonance;
     if (globalRegion.filterKeyTrack != short.MaxValue)
         this.filterKeyTrack = globalRegion.filterKeyTrack;
     if (globalRegion.filterKeyCenter != 255)
         this.filterKeyCenter = globalRegion.filterKeyCenter;
     if (globalRegion.filterVelTrack != short.MaxValue)
         this.filterVelTrack = globalRegion.filterVelTrack;
     if (globalRegion.filterEGDelay != float.MaxValue)
         this.filterEGDelay = globalRegion.filterEGDelay;
     if (globalRegion.filterEGStart != float.MaxValue)
         this.filterEGStart = globalRegion.filterEGStart;
     if (globalRegion.filterEGAttack != float.MaxValue)
         this.filterEGAttack = globalRegion.filterEGAttack;
     if (globalRegion.filterEGHold != float.MaxValue)
         this.filterEGHold = globalRegion.filterEGHold;
     if (globalRegion.filterEGDecay != float.MaxValue)
         this.filterEGDecay = globalRegion.filterEGDecay;
     if (globalRegion.filterEGSustain != float.MaxValue)
         this.filterEGSustain = globalRegion.filterEGSustain;
     if (globalRegion.filterEGRelease != float.MaxValue)
         this.filterEGRelease = globalRegion.filterEGRelease;
     if (globalRegion.filterEGDepth != short.MaxValue)
         this.filterEGDepth = globalRegion.filterEGDepth;
     if (globalRegion.filterEGVel2Delay != float.MaxValue)
         this.filterEGVel2Delay = globalRegion.filterEGVel2Delay;
     if (globalRegion.filterEGVel2Attack != float.MaxValue)
         this.filterEGVel2Attack = globalRegion.filterEGVel2Attack;
     if (globalRegion.filterEGVel2Hold != float.MaxValue)
         this.filterEGVel2Hold = globalRegion.filterEGVel2Hold;
     if (globalRegion.filterEGVel2Decay != float.MaxValue)
         this.filterEGVel2Decay = globalRegion.filterEGVel2Decay;
     if (globalRegion.filterEGVel2Sustain != float.MaxValue)
         this.filterEGVel2Sustain = globalRegion.filterEGVel2Sustain;
     if (globalRegion.filterEGVel2Release != float.MaxValue)
         this.filterEGVel2Release = globalRegion.filterEGVel2Release;
     if (globalRegion.filterEGVel2Depth != short.MaxValue)
         this.filterEGVel2Depth = globalRegion.filterEGVel2Depth;
     if (globalRegion.filterLfoDelay != float.MaxValue)
         this.filterLfoDelay = globalRegion.filterLfoDelay;
     if (globalRegion.filterLfoFrequency != float.MaxValue)
         this.filterLfoFrequency = globalRegion.filterLfoFrequency;
     if (globalRegion.filterLfoDepth != float.MaxValue)
         this.filterLfoDepth = globalRegion.filterLfoDepth;
     if (globalRegion.volume != float.MaxValue)
         this.volume = globalRegion.volume;
     if (globalRegion.pan != float.MaxValue)
         this.pan = globalRegion.pan;
     if (globalRegion.ampKeyTrack != float.MaxValue)
         this.ampKeyTrack = globalRegion.ampKeyTrack;
     if (globalRegion.ampKeyCenter != 255)
         this.ampKeyCenter = globalRegion.ampKeyCenter;
     if (globalRegion.ampVelTrack != float.MaxValue)
         this.ampVelTrack = globalRegion.ampVelTrack;
     if(globalRegion.ampEGDelay != float.MaxValue)
         this.ampEGDelay = globalRegion.ampEGDelay;
     if(globalRegion.ampEGStart != float.MaxValue)
         this.ampEGStart = globalRegion.ampEGStart;
     if(globalRegion.ampEGAttack != float.MaxValue)
         this.ampEGAttack = globalRegion.ampEGAttack;
     if(globalRegion.ampEGHold != float.MaxValue)
         this.ampEGHold = globalRegion.ampEGHold;
     if(globalRegion.ampEGDecay != float.MaxValue)
         this.ampEGDecay = globalRegion.ampEGDecay;
     if(globalRegion.ampEGSustain != float.MaxValue)
         this.ampEGSustain = globalRegion.ampEGSustain;
     if(globalRegion.ampEGRelease != float.MaxValue)
         this.ampEGRelease = globalRegion.ampEGRelease;
     if(globalRegion.ampEGVel2Delay != float.MaxValue)
         this.ampEGVel2Delay = globalRegion.ampEGVel2Delay;
     if(globalRegion.ampEGVel2Attack != float.MaxValue)
         this.ampEGVel2Attack = globalRegion.ampEGVel2Attack;
     if(globalRegion.ampEGVel2Hold != float.MaxValue)
         this.ampEGVel2Hold = globalRegion.ampEGVel2Hold;
     if(globalRegion.ampEGVel2Decay != float.MaxValue)
         this.ampEGVel2Decay = globalRegion.ampEGVel2Decay;
     if(globalRegion.ampEGVel2Sustain != float.MaxValue)
         this.ampEGVel2Sustain = globalRegion.ampEGVel2Sustain;
     if(globalRegion.ampEGVel2Release != float.MaxValue)
         this.ampEGVel2Release = globalRegion.ampEGVel2Release;
     if(globalRegion.ampLfoDelay != float.MaxValue)
         this.ampLfoDelay = globalRegion.ampLfoDelay;
     if(globalRegion.ampLfoFrequency != float.MaxValue)
         this.ampLfoFrequency = globalRegion.ampLfoFrequency;
     if(globalRegion.ampLfoDepth != float.MaxValue)
         this.ampLfoDepth = globalRegion.ampLfoDepth;
 }
Beispiel #3
0
 public SfzRegion(bool isGlobal)
 {
     if (isGlobal)
     {
         //Sample Definition
         sample = null;
         //Input Controls
         loChan    = 255;
         hiChan    = 255;
         loKey     = 255;
         hiKey     = 255;
         loVel     = 255;
         hiVel     = 255;
         loBend    = short.MaxValue;
         hiBend    = short.MaxValue;
         loChanAft = 255;
         hiChanAft = 255;
         loPolyAft = 255;
         hiPolyAft = 255;
         group     = int.MaxValue;
         offBy     = int.MaxValue;
         offMode   = (OffModeEnum)int.MaxValue;
         //Sample Player
         delay     = float.MaxValue;
         offset    = int.MaxValue;
         end       = int.MaxValue;
         count     = int.MaxValue;
         loopMode  = (LoopModeEnum)int.MaxValue;
         loopStart = int.MaxValue;
         loopEnd   = int.MaxValue;
         //Pitch
         transpose      = short.MaxValue;
         tune           = short.MaxValue;
         pitchKeyCenter = short.MaxValue;
         pitchKeyTrack  = short.MaxValue;
         pitchVelTrack  = short.MaxValue;
         //Pitch EG
         pitchEGDelay       = float.MaxValue;
         pitchEGStart       = float.MaxValue;
         pitchEGAttack      = float.MaxValue;
         pitchEGHold        = float.MaxValue;
         pitchEGDecay       = float.MaxValue;
         pitchEGSustain     = float.MaxValue;
         pitchEGRelease     = float.MaxValue;
         pitchEGDepth       = short.MaxValue;
         pitchEGVel2Delay   = float.MaxValue;
         pitchEGVel2Attack  = float.MaxValue;
         pitchEGVel2Hold    = float.MaxValue;
         pitchEGVel2Decay   = float.MaxValue;
         pitchEGVel2Sustain = float.MaxValue;
         pitchEGVel2Release = float.MaxValue;
         pitchEGVel2Depth   = short.MaxValue;
         //Pitch Lfo
         pitchLfoDelay     = float.MaxValue;
         pitchLfoFrequency = float.MaxValue;
         pitchLfoDepth     = short.MaxValue;
         //Filter
         filterType      = FilterTypeEnum.None;
         cutOff          = float.MaxValue;
         resonance       = float.MaxValue;
         filterKeyTrack  = short.MaxValue;
         filterKeyCenter = 255;
         filterVelTrack  = short.MaxValue;
         //Filter EG
         filterEGDelay       = float.MaxValue;
         filterEGStart       = float.MaxValue;
         filterEGAttack      = float.MaxValue;
         filterEGHold        = float.MaxValue;
         filterEGDecay       = float.MaxValue;
         filterEGSustain     = float.MaxValue;
         filterEGRelease     = float.MaxValue;
         filterEGDepth       = short.MaxValue;
         filterEGVel2Delay   = float.MaxValue;
         filterEGVel2Attack  = float.MaxValue;
         filterEGVel2Hold    = float.MaxValue;
         filterEGVel2Decay   = float.MaxValue;
         filterEGVel2Sustain = float.MaxValue;
         filterEGVel2Release = float.MaxValue;
         filterEGVel2Depth   = short.MaxValue;
         //Filter Lfo
         filterLfoDelay     = float.MaxValue;
         filterLfoFrequency = float.MaxValue;
         filterLfoDepth     = float.MaxValue;
         //Amplifier
         volume       = float.MaxValue;
         pan          = float.MaxValue;
         ampKeyTrack  = float.MaxValue;
         ampKeyCenter = 255;
         ampVelTrack  = float.MaxValue;
         //Amplifier EG
         ampEGDelay       = float.MaxValue;
         ampEGStart       = float.MaxValue;
         ampEGAttack      = float.MaxValue;
         ampEGHold        = float.MaxValue;
         ampEGDecay       = float.MaxValue;
         ampEGSustain     = float.MaxValue;
         ampEGRelease     = float.MaxValue;
         ampEGVel2Delay   = float.MaxValue;
         ampEGVel2Attack  = float.MaxValue;
         ampEGVel2Hold    = float.MaxValue;
         ampEGVel2Decay   = float.MaxValue;
         ampEGVel2Sustain = float.MaxValue;
         ampEGVel2Release = float.MaxValue;
         //Amplifier Lfo
         ampLfoDelay     = float.MaxValue;
         ampLfoFrequency = float.MaxValue;
         ampLfoDepth     = float.MaxValue;
     }
 }
 public SfzRegion(bool isGlobal)
 {
     if(isGlobal)
     {
         //Sample Definition
         sample = null;
         //Input Controls
         loChan = 255;
         hiChan = 255;
         loKey = 255;
         hiKey = 255;
         loVel = 255;
         hiVel = 255;
         loBend = short.MaxValue;
         hiBend = short.MaxValue;
         loChanAft = 255;
         hiChanAft = 255;
         loPolyAft = 255;
         hiPolyAft = 255;
         group = int.MaxValue;
         offBy = int.MaxValue;
         offMode = (OffModeEnum)int.MaxValue;
         //Sample Player
         delay = float.MaxValue;
         offset = int.MaxValue;
         end = int.MaxValue;
         count = int.MaxValue;
         loopMode = (LoopModeEnum)int.MaxValue;
         loopStart = int.MaxValue;
         loopEnd = int.MaxValue;
         //Pitch
         transpose = short.MaxValue;
         tune = short.MaxValue;
         pitchKeyCenter = short.MaxValue;
         pitchKeyTrack = short.MaxValue;
         pitchVelTrack = short.MaxValue;
         //Pitch EG
         pitchEGDelay = float.MaxValue;
         pitchEGStart = float.MaxValue;
         pitchEGAttack = float.MaxValue;
         pitchEGHold = float.MaxValue;
         pitchEGDecay = float.MaxValue;
         pitchEGSustain = float.MaxValue;
         pitchEGRelease = float.MaxValue;
         pitchEGDepth = short.MaxValue;
         pitchEGVel2Delay = float.MaxValue;
         pitchEGVel2Attack = float.MaxValue;
         pitchEGVel2Hold = float.MaxValue;
         pitchEGVel2Decay = float.MaxValue;
         pitchEGVel2Sustain = float.MaxValue;
         pitchEGVel2Release = float.MaxValue;
         pitchEGVel2Depth = short.MaxValue;
         //Pitch Lfo
         pitchLfoDelay = float.MaxValue;
         pitchLfoFrequency = float.MaxValue;
         pitchLfoDepth = short.MaxValue;
         //Filter
         filterType = FilterTypeEnum.None;
         cutOff = float.MaxValue;
         resonance = float.MaxValue;
         filterKeyTrack = short.MaxValue;
         filterKeyCenter = 255;
         filterVelTrack = short.MaxValue;
         //Filter EG
         filterEGDelay = float.MaxValue;
         filterEGStart = float.MaxValue;
         filterEGAttack = float.MaxValue;
         filterEGHold = float.MaxValue;
         filterEGDecay = float.MaxValue;
         filterEGSustain = float.MaxValue;
         filterEGRelease = float.MaxValue;
         filterEGDepth = short.MaxValue;
         filterEGVel2Delay = float.MaxValue;
         filterEGVel2Attack = float.MaxValue;
         filterEGVel2Hold = float.MaxValue;
         filterEGVel2Decay = float.MaxValue;
         filterEGVel2Sustain = float.MaxValue;
         filterEGVel2Release = float.MaxValue;
         filterEGVel2Depth = short.MaxValue;
         //Filter Lfo
         filterLfoDelay = float.MaxValue;
         filterLfoFrequency = float.MaxValue;
         filterLfoDepth = float.MaxValue;
         //Amplifier
         volume = float.MaxValue;
         pan = float.MaxValue;
         ampKeyTrack = float.MaxValue;
         ampKeyCenter = 255;
         ampVelTrack = float.MaxValue;
         //Amplifier EG
         ampEGDelay = float.MaxValue;
         ampEGStart = float.MaxValue;
         ampEGAttack = float.MaxValue;
         ampEGHold = float.MaxValue;
         ampEGDecay = float.MaxValue;
         ampEGSustain = float.MaxValue;
         ampEGRelease = float.MaxValue;
         ampEGVel2Delay = float.MaxValue;
         ampEGVel2Attack = float.MaxValue;
         ampEGVel2Hold = float.MaxValue;
         ampEGVel2Decay = float.MaxValue;
         ampEGVel2Sustain = float.MaxValue;
         ampEGVel2Release = float.MaxValue;
         //Amplifier Lfo
         ampLfoDelay = float.MaxValue;
         ampLfoFrequency = float.MaxValue;
         ampLfoDepth = float.MaxValue;
     }
 }