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Mallets 2 #2671
Mallets 2 #2671
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Nice touch for randomness :like: |
Nice, but we cannot add a second mallets instrument. Let's find a way to fix the one we have please. |
I came to the conclusion that the bugs that matter probably are in stk. I've already sent a fix upstream but specifically the sudden glitches in BandedWG is something I can't do anything about. The other models just works. Modal bar was obviously wired up the wrong way so the problem was on our side but for the BandedWG stuff I get completely different results. Test:
Also the knobs Motion and Vibrato isn't doing anything and they won't respond to the same changes I did for the modal bar. Any ideas how to get further with this? |
@zonkmachine can we get these fixes applied to |
I assume this isn't as straight forward of an answer as I had hoped for... I guess my point is, we can break Mallets a bit if we have the ability to make it better but I strongly feel we should not have two Mallet instruments. |
I didn't quite get this. Most of this is in already, #2670 and the discussion was unfortunately spread out over more than one thread( spike issue answered here #2455 (comment) ), but I still think the idea to drop the dead weight of Mallets less well working parts is motivated I just haven't had time to build a good case for it. I type slow. PS. I'll be away for a couple of days now. |
Again, we aren't adding a second mallets instrument. If we want to change the behavior of mallets to make it better, let's focus on that. If you're concerned about the ramifications of removing a part of the instrument (e.g. Tubular bells) then don't! Well, don't until Borg Jr is merged, then just make the Tubular Bells upgrade task part of that PR. It's hard to comment on the impact of the code without pulling down Mallets2 and doing a local diff against the original, so I believe a proper code review should be done on the original instrument. |
Fixes #2455

Changes from mallets.