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Dave S.



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18th February, 2005 at 15:06:56 -

Is it possible to play more than one MIDI file at once (multi-tracking)?

 
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Joe.H

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18th February, 2005 at 15:11:31 -

I think you can in MMF by ticking play multiple samples or something in the properties

 
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18th February, 2005 at 15:31:03 -

Nope, I dont think there is a way to play more then 1 Midi file in MMF with simple events, I just tried your theory out Joe, nice idea, but it didnt work. Last I checked, its hard to get even Windows itself to play 2 midi's at once, because they basicly use the same sound channel. Only MP3's & other music formats can all play at once. I'm not sure though so... dont quote me on that.

 
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18th February, 2005 at 19:00:17 -

its impossible because of the way midis work, I think.

if you try to play a second midi file normally it says the music drivers are already in use or somthing...

 
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18th February, 2005 at 19:28:42 -

riiiiiiiiiiight....

 
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Weston L



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18th February, 2005 at 23:16:06 -

I can get Windows 2000 to play two MIDIs at the same time. Open one with Windows Media Player and play the other one in the side margin of the folder view. I think it quiets one of them, or both, it's kind of hard to tell, but I can definitely hear two playing at once.

 
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19th February, 2005 at 06:08:56 -

It'd depend on your sound card methinks.

 
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DaVince

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19th February, 2005 at 12:06:12 -

Yep.

A less good way (because of the filesize) is to make one of the MIDIs a wave file and then play the wave and MID at the same time... but that ain't good.

 
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DeadmanDines

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19th February, 2005 at 12:47:35 -

Now that's one thing I'd love as an extension. Something which can play a midi, loop it properly, advance or rewind to certain positions or insert changes.

That way you could make a midi with sections so that it hops to a section depending on the circumstances. For example, the game checks 'is the player idle/in a battle situation', then when the current 'section' finishes, it hops to another. If you string them together properly the music would be virtually writing itself to fit the gameplay. You just make a series of interlocking patterns of music and tell it which ones to play in certain situations.

 
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19th February, 2005 at 12:55:59 -

For that you'd need some sound libs (like GM.DLS), because playing two MIDIs through each other isn't supported by most sound cards.

 
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David Newton (DavidN)

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20th February, 2005 at 12:56:48 -

That's what makes MODs so great, Dines.

 
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Dave Matthew (Jester Gaming)



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21st February, 2005 at 15:59:44 -

so there are extensions to jump to certain positions in mods?

 
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AsparagusTrevor

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21st February, 2005 at 17:03:33 -

ModFusion can do that, can't it?

 
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DistantJ [FZ Games]



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21st February, 2005 at 18:42:21 -

I think Modfusion can only do it with Mod files. Most of the Mod options just don't work for MIDIs.

The only way I can think of is to try having one midi playing via MMF's internal MIDI playing engine and one through the MCI object or another plugin. It'll probably be quite gimmicky and fake, especially since one midi would have to be stored externally and one internally but it could work. Or I suppose you could try running two different extensions which play MIDI files, say DMC2(does DMC2 do MIDI?) and the MCI device.

A word of caution when using ModFusion - after rendering your exe sometimes the game won't work on some people's computers. I've had a lot of beta testers report to me that the game doesn't work at all so I've had to replace it with the DMC2 object, giving me fewer options, but oh well, maybe ModFX will work.

 
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