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Implement loop points within MIDI files #25

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2 tasks
nmlgc opened this issue Sep 10, 2022 · 1 comment
Open
2 tasks

Implement loop points within MIDI files #25

nmlgc opened this issue Sep 10, 2022 · 1 comment
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BGM Enhancement New feature or request Modding ~≤0.33 pushes Projected number of pushes needed. Might turn out to get more expensive!

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@nmlgc
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nmlgc commented Sep 10, 2022

The game simply restarts a MIDI file from the beginning once it finished playing. That's also why the original MIDI files are rather large: They simply copy-pasted the loop section a couple of times to hide this nonexistent feature.

  • Implement any or all of the common MIDI loop point conventions:
    • CC 2/4 (TH06-TH09)
    • CC 111 V=0/1 (RPG Maker)
    • CC 116/117 (XMI / EMIDI)
    • loopStart / loopEnd track markers (FF7 PC, HMI)
  • Define loop points for the original MIDI files
@nmlgc nmlgc added Enhancement New feature or request BGM Modding labels Sep 10, 2022
@nmlgc nmlgc added the ~≤0.33 pushes Projected number of pushes needed. Might turn out to get more expensive! label Sep 25, 2022
@nmlgc nmlgc self-assigned this Nov 4, 2023
@nmlgc
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nmlgc commented Nov 4, 2023

I'll need to define correct loop points for the Sound Canvas VA recordings done in #9, so I might as well apply them to the MIDI backend while I'm at it.

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Labels
BGM Enhancement New feature or request Modding ~≤0.33 pushes Projected number of pushes needed. Might turn out to get more expensive!
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