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N64 Soundbank Tool - Majora's Mask Midi Export #44
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You'll have to be much more specific on what midi specifically, and when pitch bend should come. |
Legend of Zelda, The - Majora's Mask (U) Decompressed 0000000C 00C77B70.mid and the pitch bend should start at about 6 seconds in. |
Here's the debug parse - don't see any pitch bend events? |
@BENDER-V2 you're talking about the plucked instrument? This sounds like vibrato to me. There are a couple vibrato messages in the paste... |
@mmontag Might be, when i exported it to a midi file it seems that it did not keep the vibrato. |
Vibrato isn't supported for export. Midi doesn't support as much as the n64 sound engine does. |
What else is missing? I'm assuming vibrato isn't the only one. Are there any alternatives that are like vibrato that sound exacty like it when tweaked a certain way; that midi does support? I'm suggesting that if there is an alternative that sounds identical, could use that in replacement for things that have vibrato. |
Tremolo, etc. I don't think there's a good way to encode in midi. I think someone suggested in the past maybe just putting them in as extra midi commands so someone opening it in a tool, could see them, and manually adjust. But anyways there's no good way to do actually support vibrato. |
I must be missing something here, but... doesn't vibrato depth usually map to MIDI CC 1, the mod wheel? For example, this is a default modulator in the SoundFont spec and FluidSynth. There's also the GM2 CC 76 (Vibrato Rate), CC 77 (Vibrato Depth), and CC 78 (Vibrato Delay). |
Sorry now I remember - the vibrato on N64 is defined on the *instruments, not in the midi. That's why most games I don't support vibrato (using standard formats). Now EAD games like Majora's Mask have it in the midi, so it might be possible. Do you know how the values translate from the debug parse to midi commands here? Not sure it's the same scale or direct translation. For example showing in this song vibrato of 05 and 09. Not sure what that translates too. |
EAD music has MIDI controls for vibrato delay (0xE3), vibrato depth (0xD8), and vibrato rate (0xD7). But there are 2 issues.
Here is the mentioned track with proper vibrato rendered using the code above: https://www.dropbox.com/s/skfvr6tmutsve18/042%20Southern%20Swamp%20%28Surround%29.mp3?dl=0 |
When exporting the southern swamp sequence there is no pitch bend events. If you listen to the track from the game's ost there is clearly pitch bend. I use wine to run n64 soundbank tool and I use rosegarden and midieditor to edit the midis. I'm using majora's mask (u) decompressed rom. Other sequences have been successful in exporting the pitch bend events.
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