Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

MayroSMM

4
Posts
A member registered Jun 09, 2020

Recent community posts

Yep, it worked! Thanks!

I tried putting the MIDI back into kobimusic today out of curiosity and it actually does recognise all the channels in there. I was specifically using a Super Mario Bros. midi, as I wanted to generate new sections of the OST, drag the midi into gxscc to emulate the 8-bit sound without having to actually worry about real limitations of the NES, and then blind react. But it puts everything onto one piano channel. Drums and the lot of it. Same thing when I tried loading it in SynthFont, same thing when I open it with Windows Media Player, and same thing when I sent it to a friend. One thing I noticed is when I go to save the midi, it does not have a recommended file. It's not prompting me to name a .mid file, it's just blank and you gotta add the filename yourself. So maybe something in the saving is getting mixed up?

When I import the MIDI, they are color coded yeah. But when I export, it exports as just one channel/color. I'll try the app you suggested and get back to you anyway :)

(1 edit)

Hey, when I export the MIDI it puts everything onto one track rather than keeping the original tracks. How can I prevent this? Also, it would be awesome to have a feature that generates a certain length.