Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Rob Vawter Newsgroups: scea.yaroze.programming.sound Subject: Re: Drum Problem Date: Wed, 22 Apr 1998 11:04:57 -0700 Organization: SCEA News Server Lines: 52 Message-ID: <353E3149.78D0@playstation.sony.com> References: <6fvqeh$6ne42@chuka.playstation.co.uk> <35327B19.C3536A78@netmagic.net> NNTP-Posting-Host: 206.41.6.40 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) Elliott Lee wrote: > Richard isn't the only one with this weird problem, and even I may > be doing something wrong. I have several MIDI files that I made > and converted with SMF2SEQ. For the first 8 measures, everything > plays back fine (drums, bass, pads, leads, etc.). But, then after > that I start losing instruments. The drums disappear, then the bass, > then other parts of the song. Weird. And I was using the GM set > on the Yaroze boot disc. > > I thought that it may just be my keyboard (Korg) when I saved the > song as an SMF, but then I created something in CakeWalk sequencer > and the same thing happened. > > Is there something wrong with SMF2SEQ where the notes are missing > their key-off events and so the sounds being played suck up all > available voice channels? Is there a prohibition against throwing > too many events on a single track (e.g. a complex percussion section > easily has dozens of notes per measure)? There is nothing wrong with smf2seq. Most likely your problem s caused by unneeded messages in your smf (messages which are not used by the MIDI library and whose inclusion causes playback glitches). Cakewalk is a notorious sequencer for this - make sure you remove all MIDI messages NOT used by the PlayStation. Used messages: Note on (off is volume ifs zero) Program Change Pitch Bend CC: (0) Bank change (6) Data Entry (7) Volume (10) Pan (11) Expression (similar to vuolume - changes the program volume in the VAB header) (64) Damper - listed in the docs, but I think this gets stripped by smf2seq. (91) External Effect Depth (reverb) (98) Nrpn (99) Nrpn (100) Rpn - listed in the docs, but I think this gets stripped by smf2seq. (101) Rpn - listed in the docs, but I think this gets stripped by smf2seq. (121) Reset all controllers - listed in the docs, but I think this gets stripped by smf2seq. Aftertouch is usually a big killer. - SPUguy