I wasn't sure where to post this, as i'm sure the people over at fxpansion may not like the idea of people being able to do this (hence not posting it on their forum) but I think I may be onto a way of creating everything needed to:
create whole new instruments and include all sound channels to make full use of the mixing capabilities in bfd2. (rather than single sound file playback, which is the best you can get with importing sound files)
This will also include the ability to include different alternate hit types in the new instrument (also not possible with simple import sound file)
I've not extensively tested this next part, but i think it's possible to create completely new types of hit definitions without any problems. There may be some sort of limit imposed on this. If there is i'll test for it soon and report back. But if there is no limit this could be a way of grouping some of the older stick, brush, rod sound files (from the jazz expansion and others) into one single instrument, saving on reload times and saving slot spaces (with there being a 32 kit piece limit)
It is also possible to group unrelated sound files into one instrument to save on space. For instance, i want to use concert chimes, but to load all the ones that come with B.O.M.B would take up a nearly half the kit slots. Using this method i should be able to make one "Chime" with alternate hits for each note.
So far the biggest problem i can see with this method is i'm going to quickly run out of ram space
If anyone is interested in this i'll probably write up a guide. But theres something that i need assistance with to make this guide complete. From what i can tell the way the mutiple mic channels work is the wav files are encoded much like surround sound is. using 11 channels. But i have no experience of encoding wav files with mutiple channels like this and searching around i can't find any good guides.
Does anyone have experience with this or know where i can find a tutorial?