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; }
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; } }