jimhenry wrote:I've been playing with that configuration for awhile...
Do you mean in typical organ orientation? Or sort of side-by-side so that your left hand is on the higher notes of the left keyboard and your right hand is on the lower end of the right keyboard? (I'm guessing the former.)
It's definitely an interesting use case. The more you can distinguish about the user's input, the better feedback Synthesia can provide. (Ideally we could distinguish all 10 fingers individually with a depth-camera watching for correct technique. Alas.)
jimhenry wrote:On the output side, it might be nice to be able to split the MIDI Out to particular keyboards.
With a sufficiently exotic MIDI-OX setup, this could probably be accomplished today. As long as left/right hand parts used distinct MIDI channels -- Synthesia sends the output using the original channel of the notes that your input matches -- you could have MIDI-OX redirect each channel to a different device.
jimhenry wrote:... to split a hand into more than one part to facilitate learning a piece by omitting some passages.
I know games like Guitar Hero create a completely new note chart for each difficulty, but I thought there were a few out there like Rocksmith that handle things similar to this. Each note gets tagged with a difficulty (say, 1 through 10) and that note is only shown/available if your difficulty is set at or above that level. (It makes for rather dull songs at difficulty level 1. Without a human-curated hand-crafted note chart, you only get to play somewhere around 5% of the notes.)
Just know that there is now at least one user using Synthesia with two keyboards.
Again, it's a neat idea. I'm just a little hesitant. How niche is too niche?
I feel like it's still a lot to ask users to connect a single MIDI keyboard. (This is why you can measure Synthesia's install base in hundreds of thousands instead of hundreds of millions.) Adding features for the 1% of those users that have room for, equipment to connect, and a desire to have a second keyboard might be hard to justify when planning out the development roadmap.