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Convert MIDI files to Overwatch workshop arrays
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Overwatch MIDI converter

A tool for converting MIDI files into Overwatch workshop arrays. Read more
Currently, only the English game version is supported.

If you have any feedback, or if you just want to say hello, you can contact me on Discord: ScroogeD#5147

MIDI converter webpage

Click here!


  • Play up to a few minutes of any MIDI file
  • Simultaneously play up to 11 pitches
  • Percussion instruments are automatically ignored
  • Notes outside the range of the Overwatch piano are automatically transposed up or down
  • Loops (experimental)

How to use

Currently only available for Overwatch PTR and only in English.

  • Open the MIDI converter webpage.
  • Upload a MIDI file to the webpage, choose your settings (hover over the texts and read the tooltips for more information), and press Convert MIDI.

If all goes well, you will get some info about the conversion, and a long string containing the custom game settings of the mode. Copy the string by pressing Copy to Clipboard, then open the Overwatch custom game settings screen.gameSettingsImage

  • Click on Import Settings to paste in the copied overwatch custom game settings. In case of an error, check what type it is:
    • Error popup with "Error: Custom game settings too large": A workshop rule is too large. This can be fixed by setting a lower value to Max Array Elements.
    • Error in chat with "Error: Script too large": Total element count is too large. To fix this, you must select a smaller time range with Start At and Stop At.
  • (Highly recommended) To avoid crashes after restarting the custom game, you should press Back To Lobby instead of restarting if you are already in game.
  • Start the custom game.

Ingame controls

  • Interact (F): start and stop playing the song

You can control the speed at which the song is played:

  • Primary Fire: Speed up by 5 %-points
  • Secondary Fire: Slow down by 5 %-points

Note: the minimum time between two notes/chords is 0.064 seconds. If there are delays smaller than that, they are increased to 0.064s. Additionally, a negative speed value will make delays between all chords 0.064s.

You can easily remove all game sounds except the piano:

  • Host player only: Open the custom game lobby with L, then enter the custom game settings screen. (Optional: if you also want to see the bots playing, you can hide your HUD with Alt+Z)
  • Any player: Open the custom game lobby with L. Right click your player icon on the top right corner of the screen, and press Career Profile. (Optional: hide HUD with Alt+Z. Note that Esc -> Career profile also works, but doesn't allow you to hide your HUD.)

Workshop array structure

The data read by the Overwatch workshop contains pitches and timings of notes in multiple arrays. One chord in an array can have between 1 and 11 pitches, and consists of the following elements:

array[i] = Vector(Time, Pitches, Z)
array[i+1] = pitch1
array[i+2] = pitch2
array[i+3] = pitch3
array[i+4] = pitch4
array[i+N] = pitchN

In the vector element of each chord, Time is the time interval between the current chord and the previous chord, and Pitches is the amount of voices in the current chord.

The Z component of the vector is used for loop information: see Loops

The elements following the vector are the pitches in the chord. Similar to the pitches of MIDI files, one integer is one semitone. The scale starts at 0 (C1) and ends at 63 (E6). For example, C4 (262hz) has a pitch of 36.

Each array has its own rule. At the end of each rule, the array is saved in its own index of the SongData array: SongData = [array0, array1, array2, ...]. The maximum amount of voices needed in any chord is saved in the first element of the first array.


The following array contains a song that plays the note G4 at time 0, followed by a C minor chord (C5, Eb5, G5) at time 0.5, followed by another G4 note at time 2.0. The maximum amount of voices needed is 3, which is saved as the first element of the whole array:

tempArray = []
tempArray.append(Vector(0, 1, 0))
tempArray.append(Vector(0.5, 3, 0))
tempArray.append(Vector(1.5, 1, 0))
SongData[0] = tempArray

The array above as a workshop script would be:

rule("Song Data")
		Ongoing - Global;

		Set Global Variable(tempArray, Empty Array);
		Modify Global Variable(tempArray, Append To Array, 3);
		Modify Global Variable(tempArray, Append To Array, Vector(0, 1, 3));
		Modify Global Variable(tempArray, Append To Array, 43);
		Modify Global Variable(tempArray, Append To Array, Vector(0.5, 3, 0));
		Modify Global Variable(tempArray, Append To Array, 48);
		Modify Global Variable(tempArray, Append To Array, 51);
		Modify Global Variable(tempArray, Append To Array, 55);
		Modify Global Variable(tempArray, Append To Array, Vector(1.5, 1, 0));
		Modify Global Variable(tempArray, Append To Array, 43);
		Set Global Variable At Index(songData, 0, Global Variable(tempArray));

Loops (experimental)

Loops are an experimental feature and not currently supported by the converter webpage. They must be added manually.

To add a loop, first convert your MIDI file with the converter page, paste it into Overwatch and copy it from Overwatch. This gives you the workshop rules in a more readable format.

Loop information is saved in the Z component of each chord vector (see array structure above). It is read when the song is being played, and can have the following values:

Z = 2:  
    Set a loop point.  
Z = 3:  
    Go back to the set loop point. Continue the song normally when this chord is passed again, i.e. loop only once.  
Z = 4:  
    Enter an infinite loop between this chord and the set loop point.  

Edit the arrays in the locations where you want to set loops, and paste the song arrays back into Overwatch when you're done.

Known issues

MIDI converter issues:

Workshop gamemode issues:

  • Stuttering occurs when switching between song data arrays, noticable especially with high tempo
  • If a player joins when a song is playing, one dummy bot is despawned and the song will continue with one voice missing
  • The bots often play wrong notes in the first note/chord of the entire song

Special thanks

(In no particular order)

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