There are ways to access different QuickTime dls synth sound banks, assuming that BIAB is written in some variant of C+.
It would have to be written into BIAB. The function would look something like below, and I'm not sure how well it would work.
Although it's been many years since I've actually done any coding, I have used this in attempting to write some AU synths many years ago.
I am assuming this call has not been depreciated and still works.


Quote:


// On OS X there are known places were sample banks can be stored
// Library/Audio/Sounds/Banks - so you could scan this directory and give the user options
// about which sample bank to use...
if (argc > 1)
bankPath = const_cast<char*>(argv[1]);

require_noerr (result = CreateAUGraph (graph, synthUnit), home);

// if the user supplies a sound bank, we'll set that before we initialize and start playing
if (bankPath)
{
FSRef fsRef;
require_noerr (result = FSPathMakeRef ((const UInt8*)bankPath, &fsRef, 0), home);

printf ("Setting Sound Bank:%s\n", bankPath);

require_noerr (result = AudioUnitSetProperty (synthUnit,
kMusicDeviceProperty_SoundBankFSRef,
kAudioUnitScope_Global, 0,
&fsRef, sizeof(fsRef)), home);

}




Update: Here is the link I was searching for when I posted the code snippet above, this explains how to change banks with the DLS synth.
http://developer.apple.com/library/mac/#technotes/tn2283/_index.html


Hopefully this helps.

- Jay

Last edited by JayO; 03/06/13 05:31 PM.

MacPro 5,1/12 core@3.46GHz -- OS X 10.14.6 -- ATI 7970 -- 32 Gig RAM -- Crucial 500GB OS SSD -- Samsung EVO 1TB Audio/Sample SSD -- BIAB 2023 -- Logic Pro X -- Cubase Elements 11 -- Too many plugins