I'm trying to write a simple midi player with a quality sound bank but I'm faced with the problem of playing midi files. The problem is that all midi tracks (drums, pads, bass, synth, etc.) played, but they play a single instrument. I found a solution for OS X but I need a solution for iOS.
Shall I have to create audioUnit
with kAudioUnitSubType_Sampler
for each instrument?
Or is it possible to change the instrument on the selected channel in real time? How it can be implemented?
Here is my code, it does not work properly:
// Create a client
MIDIClientRef virtualMidi;
Check(MIDIClientCreate(CFSTR("Virtual Client"),
MyMIDINotifyProc,
NULL,
&virtualMidi));
// Create an endpoint
MIDIEndpointRef virtualEndpoint;
Check(MIDIDestinationCreate(virtualMidi, CFSTR("Virtual Destination"), MyMIDIReadProc, samplerUnit, &virtualEndpoint));
// Initialise the music sequence
NewMusicSequence(&midiSequence);
if (!midiFilePath) {
midiFilePath = [[NSBundle mainBundle]
pathForResource:@"carelesswhisper"
ofType:@"mid"];
}
NSLog(@"midiFilePath %@", midiFilePath);
// Create a new URL which points to the MIDI file
NSURL * midiFileURL = [NSURL fileURLWithPath:midiFilePath];
MidiParser *midiParser = [[MidiParser alloc] init];
NSData *data = [NSData dataWithContentsOfFile:midiFilePath];
[midiParser parseData:data];
NSString *midiInfo = [midiParser log];
NSLog(@"midiInfo %@", midiInfo);
MusicSequenceLoadFlags loadFlags = 0;
loadFlags = kMusicSequenceLoadSMF_ChannelsToTracks;
MusicSequenceFileLoad(midiSequence, (__bridge CFURLRef) midiFileURL, 0, loadFlags);
// Initialise the music player
NewMusicPlayer(&midiPlayer);
// ************* Set the endpoint of the sequence to be our virtual endpoint
MusicSequenceSetMIDIEndpoint(midiSequence, virtualEndpoint);
if (!soundBankFilePath) {
soundBankFilePath = [[NSBundle mainBundle] pathForResource:@"SGM-V2.01-1" ofType:@"sf2"];
}
NSLog(@"soundBankFilePath %@", soundBankFilePath);
NSURL *presetURL = [NSURL fileURLWithPath:soundBankFilePath];
// Initialise the sound font
AUSamplerInstrumentData bpdata;
bpdata.fileURL = (__bridge CFURLRef) presetURL;
bpdata.bankMSB = kAUSampler_DefaultMelodicBankMSB;
bpdata.bankLSB = kAUSampler_DefaultBankLSB;
bpdata.instrumentType = kInstrumentType_SF2Preset;
// set the kAUSamplerProperty_LoadPresetFromBank property
result = AudioUnitSetProperty(samplerUnit,
kAUSamplerProperty_LoadInstrument,
kAudioUnitScope_Global,
0,
&bpdata,
sizeof(bpdata));
MusicPlayerSetSequence(midiPlayer, midiSequence);
// Called to do some MusicPlayer setup. This just
// reduces latency when MusicPlayerStart is called
// MusicPlayerPreroll(midiPlayer);
// Starts the music playing
MusicPlayerStart(midiPlayer);
// Get length of track so that we know how long to kill time for
MusicTrack track;
MusicTimeStamp len;
UInt32 sz = sizeof(MusicTimeStamp);
MusicSequenceGetIndTrack(midiSequence, 1, &track);
MusicTrackGetProperty(track, kSequenceTrackProperty_TrackLength, &len, &sz);
while (1) { // kill time until the music is over
usleep (3 * 1000 * 1000);
MusicTimeStamp now = 0;
MusicPlayerGetTime (midiPlayer, &now);
if (now >= len)
break;
}