Compiling Error on my first Custom

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  • #390968

    Hello! I’m finally building my first custom, and I want to test out the guitar and bass tracks, now that I have them complete on expert. I’ve run into a number of compiling errors so far (mostly from not cleaning up the Feedback chart properly) and I’ve been able to sort through them until I got to this one

     

    ERROR: MIDI Compiler: c:/users/evan/desktop/customs/wip songs/reaper extports/ff_dotmv.2.6.mid (PART REAL_KEYS_X): File: e:prjrbnsystemsrcbeatmatchSongParser.cpp Line: 2394 Error: mKeyboardRangeSecondPitch == -1

    at 1:2:000

     

    I hopped back into Reaper, and there aren’t any notes at 2:1 on the XProKeys chart, and I hadn’t touched it while charting the Guitar and Bass. I’m really not sure what Magma is telling me to do here. Any suggestions?

    #428168
    Farottone
    Keymaster

      I hopped back into Reaper, and there aren’t any notes at 2:1 on the XProKeys chart, and I hadn’t touched it while charting the Guitar and Bass. I’m really not sure what Magma is telling me to do here. Any suggestions?

       

      Why do you have a Pro Keys chart in a Guitar and Bass only song?

      #428169

      It seems to mention keyboard ranges, have you made sure no keyboard range markers touch or overlap? Try disabling any filters that might potentially hide notes as well and see if anything is hidden at a different channel in the MIDI

      #428171

      I didn’t chart anything to the Pro Keys, I’ve just left the chart as it generated from the Custom RB3 template, so the only notes are the “range” notes at 1:1.

      #428172
      Nyxyxylyth
      Participant

        Make sure the instruments you’re not using are muted, so they don’t appear in the output MIDI.

        #428175
        Make sure the instruments you’re not using are muted, so they don’t appear in the output MIDI.

         

         

        That seems to have done the trick. Thank you!

        #428178

        Alright, I really don’t want to make another topic so soon, but I finished compiling, and it turned out great! The events worked fine, OD worked, no crashing, all that good stuff.

         

        However, I did notice during my playthroughs that the bass is crazy high, practically drowning out the rest of the track at points. I went back and checked the .WAV file I used and I didn’t hear the imbalance. Is this something that happens when making a song? I haven’t gotten any imbalances like this with any C3 releases on my TV.

         

        I’m going to just go back into Reaper and export a new .WAV after reducing the bass and boosting the treble a bit. I’m just wondering if this is something I should expect with each song.

        #428179

        Sometimes the song audio gets glitchy when only having 2 instrument parts or compiling wrong.

         

        Is the song audio only in the backing track in Magma, with Guitar and Bass having the built-in silent tracks? If not, right click the G/B lanes, select “Clear”, then right click again and select “44.1 khz Stereo Silence”.

         

        If you have done that, try adding a silent track to the crowd audio. The 2-instrument audio glitch seems to come from a certain set amount of audio tracks, and simply adding a silent crowd audio can fix that sometimes apparently.

         

        Try both of those before remixing the actual studio mix with EQing and what not (and always do the silent track for instruments with master mix audio in backing thing unless you work with multitrack stems)

        #428191

        In addition to what Lyra said, you can check for the “only two instruments” glitch by using C3 Con Tools to extract your con and load the mogg file from the extraction into Audacity. This will reduce time dragging everything to your console to test and will help you ensure it’s not your TV at fault. If the two instrument glitch is to blame, one of the channels (the bottom one of the mogg) will be disproportionately sized with the other and will sound terrible on its own. I think it’s important to look at the mogg from the con itself too as the Magmacompiler will take a perfectly rendered WAV from Reaper and mangle it without any warning. Hope this can help some. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

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