Discuss PoP1 for SNES here.
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David wrote:The way to fix this would be to convert to a Module file instead of MIDI.
Unlike MIDI files, those files also contain the sound samples of instruments.
Or perhaps bundle an appropriate SoundFont along with the MIDI.
Norbert wrote:I don't really know what you are trying to do,
I'm trying to make a custom SoundFont that matches what the game uses.
(I already extracted the samples from the game into WAV files.)
And I need a MIDI player that can use that.
Norbert wrote:but I think TiMidity++ might do what you want?
In the meantime I found FluidSynth, but thanks!
For SoundFont editing, I downloaded Polyphone.
David wrote:And a MIDI player that can use custom SoundFonts. As soon as I find one...
From the SDLPoP thread:
Andrew wrote:how about using something like FluidSynth, FMOD Ex, DUMB, BASS/BASSMIDI etc.? Then we can have (with something like BASSMIDI for example) support for MP3, MP2, MP1, OGG, WAV, AIFF, MOD music (XM, IT, S3M, MOD, MTM, UMX), MO3 music (MP3/OGG compressed MODs), MIDI (including SF2 and SFZ SoundFonts)...
Norbert wrote:I meant, to what end? Just for fun and/or the technical challenge?
Something like that.
Last time I tried FluidSynth, but it gave me this error: (for each channel in 0..7)
Code: Select all
fluidsynth: warning: Instrument not found on channel 0 [bank=0 prog=40], substituted [bank=0 prog=0]
But I'm pretty sure I'm selecting prog=16...
Anyway, now it plays something pretty similar to the original... with some glitches... and it's too quiet.
The attached file contains the new MIDIs, the custom SoundFont, and the waves it was made from.
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