SA MMopp & MMocc
for justifying PatchMIX change of session
as wav mini files unlooped played through Windows Media Player
What essentially happens is:
SA MMopp | only one pop/glitch at launch of next session | MMocc
... but WMP is usually set to loop mode: can you deal with a looped MMocc that loops?
Or can you deal with WMP set to unloop: do you really play files such as XZNN 777wbu SUSJE flst.wav long enough until they loop?
Can you create these MMoccc & MMopp in wma or aiff, say, and Always open this type of file in another player such as WinAmp while keeping WMP for, appart other utilization, DJZNN XZNN CD Projects spinning?
BUT THIS IS NOT REALLY WORKING WELL
INSTEAD, FOR, NOW, JUST MAKE SURE THE SUMMATIVE SONIC TAIL, IN THE PATCHMIX, IS COMPLETELY EXTINGUISHED BEFORE RELOADING THE NEXT PATCHMIX SESSION, THUS TRANSLATING THE VARIOUS SESSIONS EXPOSED INTO SONGS OR MOVEMENTS OR LIVINGHIGHLANDS, THAT'S IT !
This shall not be an issue anymore as soon as the many patchMIX sessions will be handled by the many Markers of such a mixer as Samplitude or ntrack or Logix ...
Click next desired NPMe Hyperlink in GLOBAL Master Level Activationals debug file.html
> launch associated MMocc (played back once, because Repeat diasbled on WMA)
> timer set to duration of Mmocc + any desired silence [long enough, maybe 20sec, to insure complete extinguisment of any possible residual queues in either ZOOM or XIO or SDLY1500]
> launch associated PatchMIX session
> launch associated Mmopp (played back once, because Repeat diasbled on WMA) [Mmopp duration long enough to give time to manually select associated FCB1010 patch]
> send MIDI PC to FBC1010 [so even the Guitar is setup!]
NPMe: Natura Phylltyka Mecanism element
XZNN © Carl William Burton Poirier