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Taking Advantage of General MIDI | |
Article from Music Technology, May 1993 | |
General MIDI - what is it and where did it come from? Vic Lennard, who is also known as General MIDI having worked his way up from humble Private, explains all with some maps, a codebook and a sharp, pointy stick.
With the General MIDI logo appearing on many of the new sound modules and synths on the market, there's still some confusion about what it is and what advantages it holds for the MIDI studio owner. Vic Lennard sorts out the paper work...


As each manufacturer can decide on the type of synthesis they use, different GM sound modules do not (as is sometimes supposed), sound identical - but this should be regarded as an advantage, not a limitation. While the limit of 128 instruments is seen by many to be too tight a restraint, remember that GM is aimed at people with 'budget' MIDI studios who want to use MIDI without having to spend too much time trying to understand it. How many different sounds does the average person use in a MIDI setup? Certainly not as many as their instruments have on offer.
A greater restriction exists in the GM Percussion Map which ensures that a particular MIDI note sent on MIDI channel 10 always plays the same percussion sound. However, only 47 of these are detailed, including only two bass drums and a single acoustic snare; in fact, the latin percussion section is far more comprehensive than more conventional 'kit' sounds. To get around this, most of the current GM modules have more than a single drum kit, and more than the minimum number of drum sounds - Roland's Sound Canvas, for example, has 61 percussion sounds in the Standard Kit as part of their superset to GM called GS.
The problem here is that this goes beyond the GM standard which, effectively, renders it somewhat pointless. If you are writing songs with the intention of having them fully playable on any GM sound module, I'm afraid you'll have to stick to the standard GM Percussion Set.
The biggest problem of all as far as GM is concerned is the thorny question of polyphony. There tend to be two ways of measuring polyphony: notes or voices. If a synth's polyphony is stated as a number of notes, you know exactly how many can be playing at the same time without losing one. Where the polyphony is given in terms of voices, however (and the sound module uses more than one voice to create certain sounds), there is no way of knowing how many notes can be playing before the polyphony is exceeded and notes start to disappear - 'note-stealing' as it is called.
The General MIDI specification states that a GM module must provide a minimum polyphony of 24 dynamically allocated voices which means that they are effectively kept in a central pool, used when needed and then returned for the next notes. Consequently, it is virtually impossible to be certain that every GM song will play on every GM module.
The other possibility mentioned in the specification is a split of 16 voices for melodic instruments and eight for the percussion sounds, and herein lies another problem. To be absolutely certain of a song playing correctly on all GM modules, you have to keep to a lowest common denominator which, in the case of GM, is the split voice option. Let's say that 20 melodic and three percussion voices are in use at a particular point in the song. If the polyphony is 24 voices there is no problem, but if the polyphony is the split 16/8 version then four notes won't play - end of story.

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Feature by Vic Lennard
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