Reply 1840 of 2176, by Kahenraz
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Falcosoft wrote on 2024-07-04, 20:14:1. Added EMIDI (Duke 3D, SW) track options for different instrument sets.
Can you explain that this means?
Falcosoft wrote on 2024-07-04, 20:14:1. Added EMIDI (Duke 3D, SW) track options for different instrument sets.
Can you explain that this means?
Kahenraz wrote on 2024-07-04, 20:21:Falcosoft wrote on 2024-07-04, 20:14:1. Added EMIDI (Duke 3D, SW) track options for different instrument sets.
Can you explain that this means?
Of course:
I have added the options to select different instrument sets in case of EMIDI files. Duke Nukem 3D and Shadow Warrior Midi files (EMIDI) are special in the sense that they use special controller messages to designate some tracks for different instrument sets. This means that almost all standard Midi players (it hase been true also for FSMP so far) play back Duke Nukem 3D and Shadow Warrior Midi files wrong since all tracks are played back.
More info:
Re: [RELEASE] Nuked-SC55, low-level Roland SC-55 series emulator announcement
From version 6.4 you can select different track disabling modes by using Main menu -> Compatibility Settings -> EMIDI tracks (Duke 3D, S.W.) options:
Use All Tracks
Use Tracks for General Midi
Use Tracks for Sound Canvas
Use Tracks for AWE32
Use Tracks for FM Synths
Use Tracks for GUS
I have always noticed that playing the Duke Nukem 3D MIDI files always sounded different from what it was like in-game. Is this the discrepancy which this is addressing?
Kahenraz wrote on 2024-07-05, 03:07:I have always noticed that playing the Duke Nukem 3D MIDI files always sounded different from what it was like in-game. Is this the discrepancy which this is addressing?
Yes because there's multiple tracks assigned to the same parts that should not be played simultaneously but the tracks in particular need to be disabled/ignored depending on the sound device.
“I am the dragon without a name…”
― Κυνικός Δράκων
Thank you. I had never heard of Apogee Expanded MIDI (EMIDI) before.
Hi Zoltan!
Your WinMM Multi Port VSTi so cool , what appeared question or offer ) I not knows as this will right named )
I use VB-Audio Hi-Fi Cable , because me need recording from diffirence sources I use some copyes VB-Audio Hi-Fi Cable , in my sound tracct present soundcard SB Audigy RX and headphones Sony MDR-1AM2 , whitch diffirence from Sony MDR-1A , I wanted do sound MDR-1AM2 as MDR-1A , and this happened , however me need some VB-Audio Cables and Acon Digital Equalizer 2 , first copy VB-Audio Cable recive Wave sound and transmited in Acon Digital Equalizer with need to me parameters , and next transmit this signal to third VB-Audi Cable , and from this cable signal transmited to SB Audigy , for MIDI scheme some only use other VB-Audio Cable sreenshots I enclose )
So I will be very happy if you create analogue WinMM Multi Port VSTi only for recive and retranslate sounds to record device , for example take away signal from Wave and retransmite signal to for exmaple recording cable , if need record only MIDI , take away from MIDI and retransmite signal to for example recording cable , this possible do ? If yes , and not hard , you can this do ?
? If yes , and not hard , you can this do ?
No, I cannot.
Thank you , I understand )
Also thank you for clarification Duke Nukem 3D and Shadow Warior MIDIs , but got a question , maybe you known answer ) which MIDI format used in Comanche Maximum Overkill ? I want rip some melodies from game , but if this do with use MIDI cable and next crop , so result not correct and I not known why and what use as MIDI format in Comanche Maximum Overkill
Roland User wrote on 2024-07-05, 17:22:Thank you , I understand )
Also thank you for clarification Duke Nukem 3D and Shadow Warior MIDIs , but got a question , maybe you known answer ) which MIDI format used in Comanche Maximum Overkill ? I want rip some melodies from game , but if this do with use MIDI cable and next crop , so result not correct and I not known why and what use as MIDI format in Comanche Maximum Overkill
Unfortunately I do not know this game at all (not even heard about it).
According to the ancient texts, CMO seems to be a Roland MT-32 game, with AdLib and Sound Blaster support for digital audio.
Excusme , but I all think about your answer and something last not clear ) you sayd :
Falcosoft wrote on 2024-07-05, 17:06:No, I cannot.
this means what you not want do this or this means what this not possible make ? If this not possible make , why ?
I this asked , not for somehow sayding what you not good man , I this asked for clearing and understand possible this all or not ? If this possible and you not want do this , I will search in google similar plugins )
I understand what you mostly develop midi player and plugins for your MIDI Player )
Roland User wrote on 2024-07-06, 09:56:Excusme , but I all think about your answer and something last not clear ) you sayd : […]
Excusme , but I all think about your answer and something last not clear ) you sayd :
Falcosoft wrote on 2024-07-05, 17:06:No, I cannot.
this means what you not want do this or this means what this not possible make ? If this not possible make , why ?
I this asked , not for somehow sayding what you not good man , I this asked for clearing and understand possible this all or not ? If this possible and you not want do this , I will search in google similar plugins )
I understand what you mostly develop midi player and plugins for your MIDI Player )
You cannot do such things in a VST plugin. VST plugins can only see and send signal to the audio bus provided by the VST host, they cannot see and thus cannot route system audio devices directly.
Than you , now I fully understand cause why you sayd so , before I hoped find such plugin as I asking )
Hi Zoltan! I'm absolutely loving this program but I'm stuck on one thing.
I've read in earlier posts that midis will automatically load an identically named .sf2 if it's in the same directory, but I haven't been able to get this to work. Could you please advise me on what I need to do?
bluesteel649 wrote on 2024-07-10, 07:17:Hi Zoltan! I'm absolutely loving this program but I'm stuck on one thing.
I've read in earlier posts that midis will automatically load an identically named .sf2 if it's in the same directory, but I haven't been able to get this to work. Could you please advise me on what I need to do?
Hi,
Nothing special, I have just tested and it is working as it should. Notice that same named real-time loaded SF2 files are loaded to bank 1 by default so your Midi file should be prepared for this.
(This is a convention used by Creative Labs in case of mid+sf2 file pairs. In case of Creative Labs demo files the custom SF2 file contains only variation tones and relies on a default GM compatible full soundfont already loaded to bank 0. In case of original SF2 hardware synths Bank 0 was ROM based.)
Or you can change this default to bank 0 by setting 'Real Time Loaded SF2 Default Bank' to 0 in Device Settings dialog. You can also rename the SF2 file such a way that it is always loaded to bank 0 regardless of default settings.
Namely in case of MyMidi.mid and MyMidi_000.SF2 the SF2 file is always loaded to Bank 0.
Here are some test files from Creative Labs and Analog Devices for you to check how mid+sf2 file pairs work:
(Notice that on channels where the real-time loaded custom soundfont is used the Midi files set the Bank MSB value to 1. So these mid+sf2 pairs require that the 'Real Time Loaded SF2 Default Bank' value to be set to 1.)
BTW, you can check if you named your mid+sf2 files right or not by looking at the last column on the playlist (Mode / SF2 /SysEx). If you have done eveything right then you should see the detected soundfont here together with the info about what bank the soundfont is loaded to:
bluesteel649 wrote on 2024-07-10, 07:17:Hi Zoltan! I'm absolutely loving this program but I'm stuck on one thing.
I've read in earlier posts that midis will automatically load an identically named .sf2 if it's in the same directory, but I haven't been able to get this to work. Could you please advise me on what I need to do?
One more thing. You can also put a Folder.SF2 (or Folder_000.SF2 to force it to load into bank 0) into a directory so that all Midi files in that directory load the custom soundfont.
Hi Zoltan )
Tell me what do for convert creative gs and crative gm , creative MT from SB AWE32 pack to PCM , there all sound as ROM sets , as convert to PCM for your BASSMIDI ? And if this will be not hard explain maybe you can convert this banks from ROM to PCM for use with BASSMIDI ?
Thank you
Roland User wrote on 2024-07-14, 14:21:Hi Zoltan )
Tell me what do for convert creative gs and crative gm , creative MT from SB AWE32 pack to PCM , there all sound as ROM sets , as convert to PCM for your BASSMIDI ? And if this will be not hard explain maybe you can convert this banks from ROM to PCM for use with BASSMIDI ?
Thank you
Getting the samples in PCM format is not enough to replicate these ROM based soundfonts. You will also have to replicate all the parameters and settings at the instrument and preset levels.
I do not think you can get closer to this goal than e.g. this SF2 soundfont:
But it's not what I want , I want recovery GS and MT-32 soundfonts simply so to hear as was be this on my AWE64 Gold , but I can not do this , because in MT-32 and GS soundfonts used ROM samples whitch not exporet from ROM to PCM and Ican not Replace from ROM on PCM's , as me be ?
Roland User wrote on 2024-07-14, 17:53:But it's not what I want , I want recovery GS and MT-32 soundfonts simply so to hear as was be this on my AWE64 Gold , but I can not do this , because in MT-32 and GS soundfonts used ROM samples whitch not exporet from ROM to PCM and Ican not Replace from ROM on PCM's , as me be ?
The answer is in the following thread Soundfont Librarian can convert .sbk to .sf2 with ROM Samples
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