/*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
/**
* Emergency Soundbank generator.
* Used when no other default soundbank can be found.
*
* @author Karl Helgason
*/
public final class EmergencySoundbank {
"Acoustic Grand Piano",
"Bright Acoustic Piano",
"Electric Grand Piano",
"Honky-tonk Piano",
"Electric Piano 1",
"Electric Piano 2",
"Harpsichord",
"Clavi",
"Celesta",
"Glockenspiel",
"Music Box",
"Vibraphone",
"Marimba",
"Xylophone",
"Tubular Bells",
"Dulcimer",
"Drawbar Organ",
"Percussive Organ",
"Rock Organ",
"Church Organ",
"Reed Organ",
"Accordion",
"Harmonica",
"Tango Accordion",
"Acoustic Guitar (nylon)",
"Acoustic Guitar (steel)",
"Electric Guitar (jazz)",
"Electric Guitar (clean)",
"Electric Guitar (muted)",
"Overdriven Guitar",
"Distortion Guitar",
"Guitar harmonics",
"Acoustic Bass",
"Electric Bass (finger)",
"Electric Bass (pick)",
"Fretless Bass",
"Slap Bass 1",
"Slap Bass 2",
"Synth Bass 1",
"Synth Bass 2",
"Violin",
"Viola",
"Cello",
"Contrabass",
"Tremolo Strings",
"Pizzicato Strings",
"Orchestral Harp",
"Timpani",
"String Ensemble 1",
"String Ensemble 2",
"SynthStrings 1",
"SynthStrings 2",
"Choir Aahs",
"Voice Oohs",
"Synth Voice",
"Orchestra Hit",
"Trumpet",
"Trombone",
"Tuba",
"Muted Trumpet",
"French Horn",
"Brass Section",
"SynthBrass 1",
"SynthBrass 2",
"Soprano Sax",
"Alto Sax",
"Tenor Sax",
"Baritone Sax",
"Oboe",
"English Horn",
"Bassoon",
"Clarinet",
"Piccolo",
"Flute",
"Recorder",
"Pan Flute",
"Blown Bottle",
"Shakuhachi",
"Whistle",
"Ocarina",
"Lead 1 (square)",
"Lead 2 (sawtooth)",
"Lead 3 (calliope)",
"Lead 4 (chiff)",
"Lead 5 (charang)",
"Lead 6 (voice)",
"Lead 7 (fifths)",
"Lead 8 (bass + lead)",
"Pad 1 (new age)",
"Pad 2 (warm)",
"Pad 3 (polysynth)",
"Pad 4 (choir)",
"Pad 5 (bowed)",
"Pad 6 (metallic)",
"Pad 7 (halo)",
"Pad 8 (sweep)",
"FX 1 (rain)",
"FX 2 (soundtrack)",
"FX 3 (crystal)",
"FX 4 (atmosphere)",
"FX 5 (brightness)",
"FX 6 (goblins)",
"FX 7 (echoes)",
"FX 8 (sci-fi)",
"Sitar",
"Banjo",
"Shamisen",
"Koto",
"Kalimba",
"Bag pipe",
"Fiddle",
"Shanai",
"Tinkle Bell",
"Agogo",
"Steel Drums",
"Woodblock",
"Taiko Drum",
"Melodic Tom",
"Synth Drum",
"Reverse Cymbal",
"Guitar Fret Noise",
"Breath Noise",
"Seashore",
"Bird Tweet",
"Telephone Ring",
"Helicopter",
"Applause",
"Gunshot"
};
/*
* percussion instruments
*/
// Use side_stick for missing drums:
new byte[]{(byte) i, (byte) i});
}
}
/*
* melodic instruments
*/
{
}
{
}
{
}
{
}
{
}
if (patch instanceof ModelPatch) {
continue;
}
}
return sf2;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.01;
double end_w = 0.05;
double start_a = 0.2;
double end_a = 0.00001;
double a = start_a;
for (int i = 0; i < 40; i++) {
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.01;
double end_w = 0.01;
double start_a = 2;
double end_a = 0.01;
double a = start_a;
double[] aa = new double[40];
for (int i = 0; i < 40; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 40; i++) {
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.01;
double end_w = 0.01;
double start_a = 2;
double end_a = 0.01;
double a = start_a;
double[] aa = new double[40];
for (int i = 0; i < 40; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 40; i++) {
}
//region.putInteger(SF2Region.GENERATOR_DECAYVOLENV, 2400);
//region.putInteger(SF2Region.GENERATOR_SUSTAINVOLENV, 200);
//region.putInteger(SF2Region.GENERATOR_ATTACKMODENV, -100);
//region.putInteger(SF2Region.GENERATOR_RELEASEMODENV, 12000);
//region.putInteger(SF2Region.GENERATOR_MODENVTOFILTERFC, -1000);
//region.putInteger(SF2Region.GENERATOR_INITIALATTENUATION, -20);
return layer;
}
double datab[];
// Make treble part
{
int m = 2;
int fftlen = 4096 * m;
// Remove all negative frequency
data[i] = 0;
for (int i = 0; i < 2048 * m; i++) {
}
double gain = 1.0;
gain *= 0.9994;
}
}
//region.putInteger(SF2Region.GENERATOR_SCALETUNING, 0);
// region.putInteger(SF2Region.GENERATOR_INITIALATTENUATION, -100);
/*
region.putInteger(SF2Region.GENERATOR_ATTACKMODENV, 0);
region.putInteger(SF2Region.GENERATOR_SUSTAINMODENV, 1000);
region.putInteger(SF2Region.GENERATOR_RELEASEMODENV, 12000);
region.putInteger(SF2Region.GENERATOR_MODENVTOFILTERFC, -11000);
region.putInteger(SF2Region.GENERATOR_INITIALFILTERFC, 12000);
*/
return layer;
}
//Random random = new Random(302030201);
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_a = 0.2;
double end_a = 0.001;
double a = start_a;
double[] aa = new double[30];
for (int i = 0; i < 30; i++) {
aa[i] = a;
a *= a_step;
}
//aa[2] *= 0.1;
for (int i = 14; i < 30; i++) {
aa[i] *= 0.5;
}
for (int i = 0; i < 30; i++) {
//double detune = 1 + (random.nextDouble()*2 - 1)*0.0001;
double w = 0.2;
if (i > 10) {
w = 5;
ai *= 10;
}
int adjust = 0;
if (i > 5) {
}
}
return layer;
}
//Random random = new Random(302030201);
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_a = 0.2;
double end_a = 0.001;
double a = start_a;
double[] aa = new double[30];
for (int i = 0; i < 30; i++) {
aa[i] = a;
a *= a_step;
}
//aa[2] *= 0.1;
for (int i = 14; i < 30; i++) {
aa[i] *= 0.5;
}
for (int i = 0; i < 30; i++) {
//double detune = 1 + (random.nextDouble()*2 - 1)*0.0001;
double w = 0.2;
if (i > 10) {
w = 5;
ai *= 10;
}
int adjust = 0;
if (i > 5) {
}
}
return layer;
}
double datab[];
// Make treble part
{
int m = 2;
int fftlen = 4096 * m;
// Remove all negative frequency
data[i] = 0;
for (int i = 0; i < 2048 * m; i++)
double gain = 1.0;
gain *= 0.9997;
}
}
//region.putInteger(SF2Region.GENERATOR_SCALETUNING, 0);
/*
region.putInteger(SF2Region.GENERATOR_ATTACKMODENV, 0);
region.putInteger(SF2Region.GENERATOR_SUSTAINMODENV, 1000);
region.putInteger(SF2Region.GENERATOR_RELEASEMODENV, 12000);
region.putInteger(SF2Region.GENERATOR_MODENVTOFILTERFC, -11000);
region.putInteger(SF2Region.GENERATOR_INITIALFILTERFC, 12000);
*/
return layer;
}
//Random random = new Random(302030201);
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_a = 0.2;
double end_a = 0.0001;
double a = start_a;
double[] aa = new double[30];
for (int i = 0; i < 30; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 30; i++) {
//double detune = 1 + (random.nextDouble()*2 - 1)*0.0001;
double w = 0.2;
if (i > 12) {
w = 5;
ai *= 10;
}
int adjust = 0;
if (i > 5) {
}
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.05;
double end_w = 0.05;
double start_a = 0.2;
double end_a = 0.0001;
double a = start_a;
for (int i = 0; i < 40; i++) {
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.01;
double end_w = 0.05;
double start_a = 0.2;
double end_a = 0.00001;
double a = start_a;
for (int i = 0; i < 40; i++) {
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.05;
double end_w = 0.05;
double start_a = 0.2;
double end_a = 0.02;
double a = start_a;
double[] aa = new double[25];
for (int i = 0; i < 25; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 25; i++) {
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.05;
double end_w = 0.05;
double start_a = 0.2;
double end_a = 0.02;
double a = start_a;
double[] aa = new double[25];
for (int i = 0; i < 25; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 25; i++) {
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 0.05;
double end_w = 0.05;
double start_a = 0.2;
double end_a = 0.002;
double a = start_a;
double[] aa = new double[25];
for (int i = 0; i < 25; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 25; i++) {
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 2;
double end_w = 2;
double start_a = 0.2;
double end_a = 0.01;
double[] aa = new double[18];
double a = start_a;
a *= a_step;
aa[i] = a;
}
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 2;
double end_w = 80;
double start_a = 0.2;
double end_a = 0.001;
double a = start_a;
for (int i = 0; i < 40; i++) {
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 2;
double end_w = 80;
double start_a = 0.2;
double end_a = 0.001;
double a = start_a;
for (int i = 0; i < 40; i++) {
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 25;
double start_w = 2;
double end_w = 80;
double start_a = 0.2;
double end_a = 0.001;
double a = start_a;
double[] aa = new double[40];
a *= a_step;
aa[i] = a;
}
}
return layer;
}
int x = 1;
int fftsize = 4096 * x;
double base = x * 15;
double start_w = 0.01;
double end_w = 0.01;
double start_a = 0.2;
double end_a = 0.001;
double a = start_a;
for (int i = 0; i < 12; i++) {
a *= a_step;
}
return layer;
}
int x = 1;
int fftsize = 4096 * x;
double base = x * 15;
double start_w = 0.01;
double end_w = 0.01;
double start_a = 0.2;
double end_a = 0.001;
double a = start_a;
double[] aa = new double[60];
a *= a_step;
aa[i] = a;
}
for (int i = 0; i < 60; i++) {
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
double start_a = 0.5;
double end_a = 0.00000000001;
double a = start_a;
for (int i = 0; i < 40; i++) {
if (i == 0)
else
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
double start_a = 0.5;
double end_a = 0.00001;
double a = start_a;
double[] aa = new double[80];
for (int i = 0; i < 80; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 80; i++) {
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
double start_a = 0.5;
double end_a = 0.005;
double a = start_a;
double[] aa = new double[30];
for (int i = 0; i < 30; i++) {
aa[i] = a;
a *= a_step;
}
double w = 5;
for (int i = 0; i < 30; i++) {
w += 6; //*= w_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
double start_a = 0.5;
double end_a = 0.001;
double a = start_a;
double[] aa = new double[80];
for (int i = 0; i < 80; i++) {
aa[i] = a;
a *= a_step;
}
for (int i = 0; i < 80; i++) {
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
double start_a = 0.5;
double end_a = 0.01;
double a = start_a;
for (int i = 0; i < 40; i++) {
if (i == 0 || i == 2)
else
a *= a_step;
}
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
return layer;
}
int x = 8;
int fftsize = 4096 * x;
double base = x * 15;
return layer;
}
double datab[];
double datah[];
// Make Bass Part
{
double base = 48;
double g = (1.0 - (i / d_len));
data[i] *= g * g;
}
}
// Make treble part
{
}
// Remove all negative frequency
data[i] = 0;
for (int i = 1024 * 4; i < 2048 * 4; i++)
for (int i = 0; i < 300; i++) {
double g = (1.0 - (i / 300.0));
}
for (int i = 0; i < 24; i++)
data[i] = 0;
double gain = 1.0;
gain *= 0.9998;
}
}
return layer;
}
double datab[];
double datah[];
// Make Bass Part
{
}
// Make treble part
{
// Remove all negative frequency
data[i] = 0;
for (int i = 1024 * 4; i < 2048 * 4; i++)
for (int i = 0; i < 200; i++) {
double g = (1.0 - (i / 200.0));
}
for (int i = 0; i < 30; i++)
data[i] = 0;
double gain = 1.0;
gain *= 0.9996;
}
}
for (int i = 0; i < 5; i++)
datab[i] *= i / 5.0;
//region.putInteger(SF2Region.GENERATOR_SCALETUNING, 0);
return layer;
}
double datah[];
{
data[i] = 0;
for (int i = 0; i < 100; i++)
data[i] = 0;
for (int i = 0; i < 512 * 2; i++) {
}
}
return layer;
}
double datab[];
double datah[];
// Make Bass Part
{
}
// Make treble part
{
// Remove all negative frequency
data[i] = 0;
for (int i = 1024 * 4; i < 2048 * 4; i++)
for (int i = 0; i < 300; i++) {
double g = (1.0 - (i / 300.0));
}
for (int i = 0; i < 24; i++)
data[i] = 0;
double gain = 1.0;
gain *= 0.9998;
}
}
for (int i = 0; i < 5; i++)
datab[i] *= i / 5.0;
return layer;
}
double datab[];
double datah[];
// Make Bass Part
{
}
// Make treble part
{
int fftlen = 4096;
// Remove all negative frequency
data[i] = 0;
for (int i = 1024; i < 2048; i++)
for (int i = 0; i < 512; i++)
for (int i = 0; i < 10; i++)
data[i] = 0;
double gain = 1.0;
gain *= 0.999;
}
}
for (int i = 0; i < 5; i++)
datab[i] *= i / 5.0;
return layer;
}
double datab[];
double datah[];
// Make Bass Part
{
}
// Make treble part
{
// Remove all negative frequency
data[i] = 0;
for (int i = 1024 * 4; i < 2048 * 4; i++)
for (int i = 0; i < 200; i++) {
double g = (1.0 - (i / 200.0));
}
for (int i = 0; i < 30; i++)
data[i] = 0;
double gain = 1.0;
gain *= 0.9996;
}
}
for (int i = 0; i < 5; i++)
datab[i] *= i / 5.0;
//region.putInteger(SF2Region.GENERATOR_SCALETUNING, 0);
return layer;
}
double datah[];
// Make treble part
{
// Remove all negative frequency
data[i] = 0;
for (int i = 1024 * 4; i < 2048 * 4; i++)
for (int i = 0; i < 2048; i++)
double gain = 1.0;
gain *= 0.9996;
}
}
for (int i = 0; i < 5; i++)
datah[i] *= i / 5.0;
return layer;
}
double datah[];
{
data[i] = 0;
for (int i = 0; i < 200; i++)
data[i] = 0;
for (int i = 0; i < 2048 * 4; i++) {
}
}
return layer;
}
double datah[];
{
data[i] = 0;
for (int i = 0; i < 100; i++)
data[i] = 0;
for (int i = 0; i < 512 * 2; i++) {
}
}
return layer;
}
double datab[];
// Make treble part
{
// Remove all negative frequency
data[i] = 0;
for (int i = 1024 * 4; i < 2048 * 4; i++)
for (int i = 0; i < 200; i++) {
double g = (1.0 - (i / 200.0));
}
for (int i = 0; i < 30; i++)
data[i] = 0;
double gain = 1.0;
gain *= 0.9996;
}
}
for (int i = 0; i < 10; i++)
datab[i] *= i / 10.0;
return layer;
}
}
/*
* Create SoundFont2 sample.
*/
return sample;
}
}
/*
* Create SoundFont2 sample.
*/
return sample;
}
double[] data) {
/*
* Create SoundFont2 sample.
*/
return sample;
}
return layer;
}
/*
* Create SoundFont2 instrument.
*/
/*
* Create region for instrument.
*/
}
return ins;
}
}
}
double s, double v) {
}
}
double d = data[i];
}
}
double d = data[i];
}
}
double maxvalue = 0;
}
if (maxvalue == 0)
return;
}
double maxvalue = 0.5;
}
}
}
return out;
}
}
return out;
}
}
return out;
}
}
for (int i = 0; i < samples; i++)
}
for (int i = 0; i < samples; i++)
}
int p_ps = 0;
p_ps++;
p_ps = 0;
}
return outdata;
}
int p_ps = 0;
p_ps++;
p_ps = 0;
}
return outdata;
}
}