private int ProcessAndOutputSong(int songIdx) { var song = project.Songs[songIdx]; int minSize = 65536; int bestChannel = 0; int bestFactor = 1; // Take the channel with the most speed effect as the speed channel. // This was a really dumb optimziation in FT2... var speedEffectCount = new int[song.Channels.Length]; for (int c = 0; c < song.Channels.Length; c++) { foreach (var pattern in song.Channels[c].Patterns) { foreach (var note in pattern.Notes.Values) { if (note.HasSpeed) { speedEffectCount[c]++; } } } } int speedChannel = 0; int maxSpeedEffects = 0; for (int c = 0; c < song.Channels.Length; c++) { if (speedEffectCount[c] > maxSpeedEffects) { maxSpeedEffects = speedEffectCount[c]; speedChannel = c; } } for (int factor = 1; factor <= song.PatternLength; factor++) { if ((song.PatternLength % factor) == 0 && (song.PatternLength / factor) >= MinPatternLength) { var splitSong = project.DuplicateSong(song); if (splitSong.Split(factor)) { int size = OutputSong(splitSong, songIdx, speedChannel, factor, true); if (size < minSize) { minSize = size; bestChannel = speedChannel; bestFactor = factor; } } project.DeleteSong(splitSong); } } var bestSplitSong = project.DuplicateSong(song); bestSplitSong.Split(bestFactor); var songSize = OutputSong(bestSplitSong, songIdx, bestChannel, bestFactor, false); project.DeleteSong(song); return(songSize); }