Midi Larger than 1MB
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March 2, 2016 at 3:51 am #464479
Song is built and plays well! I noticed there were no drums or guitar/bass animations on this track though, which is weird because they have been in every other custom I have made. Drums for sure…I think the others as well but I’ll have to double check.
Did you make sure there are [play] events? That’s a mistake I’ve made quite a few times. (If they are there then it’s beyond me)
March 2, 2016 at 3:58 am #464480That was the first thing I was going to check. The thing is, I’m 99% sure there is at least one at the beginning, and none of them ever started playing in the song at all.
I appreciate it though! It would have been a good reminder had I not already been planning on double checking ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
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March 2, 2016 at 5:07 am #464483I think….. I may be losing my mind.
There are no [play] events, except for on Vocals.
I know for a fact the drummer (at the very least) has been playing to the track in my other customs, I even double checked in my preview videos, and it sure as hell looks like they are all playing, but the drummer very obviously is. So, I went and looked at the REAPER files for THOSE tracks…. and there are no [play] events.
Wtf.
March 2, 2016 at 7:29 am #464491It seems like that would solve this particular issue. Like I said, the resulting file is < 1MB, but then it shoots right back up to it's original file size during the Test/Clean/Build process. I have no idea how to go about doing that, of course haha.
I mean that as more of a question about the order of operations that C3 Magma does. If it shrinks the MIDI and then rewrites it to do other fixes, it may need to be shrunk again.
March 2, 2016 at 10:38 am #464492You don’t have to rely on C3 CON Tools for that. Magma has the option to override the MIDI that goes in the CON File. Just rename the file override.mid and enable the option under advanced options. It’ll compile with the regular MIDI and then use override.mid to go into the CON file. Obviously, use that with caution.
Forgot about that, awesome!
March 2, 2016 at 2:43 pm #464496I mean that as more of a question about the order of operations that C3 Magma does. If it shrinks the MIDI and then rewrites it to do other fixes, it may need to be shrunk again.
It sure seems like a huge oversight on my part. I know it sucks for OP but by and large this is an issue that virtually no one will encounter. But it’s something for whoever takes up programming future versions of Magma to fix.
March 2, 2016 at 3:12 pm #464501It sure seems like a huge oversight on my part. I know it sucks for OP but by and large this is an issue that virtually no one will encounter. But it’s something for whoever takes up programming future versions of Magma to fix.
Yep. I’m just one guy, no need to re-write the code for me (not being sarcastic-I genuinely mean what I’m saying haha)!
I would definitely recommend doing the compression after the midi has reached it’s maximum size in Magma, otherwise you’re going to run into this problem potentially every single time the original file is >1MB (as I said, Magma always ends up making the file just as big as it was pre-compression).
I really appreciate you guys taking the time to come in here and walk through this with me, even though we haven’t found the most elegant of solutions yet. Seriously. You guys rock. Thank you.
If I run into any snags when I’m trying to inject the midi, or re-build it in Magma with the override feature, I’ll let you guys know.
March 2, 2016 at 3:25 pm #464502I really appreciate you guys taking the time to come in here and walk through this with me, even though we haven’t found the most elegant of solutions yet.
Well, the not so elegant solutions is actually how we used to do things for songs longer than 10 minutes before Nemo graced us with Magma C3. ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif”>
March 2, 2016 at 4:49 pm #464510Well, the not so elegant solutions is actually how we used to do things for songs longer than 10 minutes before Nemo graced us with Magma C3. ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
Yes, things have certainly come a long way! Sometimes I’ll do a search for an issue I’m having, and I’ll find posts from 2013 and 2014 talking about these issues that I didn’t even know used to exist, that have been fixed and made the process much much easier.
I got the CON re-built and the midi injected, but I noticed something interesting regarding the animations:
During the build, the MIDI Compiler showed this in the log:
Project Compiler: Entering Phase 2 of 5…MIDI Compiler: Starting…MIDI Compiler: Loaded autogen theme ‘ArenaRock.rbtheme’…MIDI Compiler: Skipping drums autogen…MIDI Compiler: Autogenerating PART KEYS animations…MIDI Compiler: Skipping vocals autogen…MIDI Compiler: Skipping ‘PART GUITAR’ autogen…MIDI Compiler: Skipping ‘PART BASS’ autogen…MIDI Compiler: Skipping lighting autogen…MIDI Compiler: Skipping camera autogen…MIDI Compiler: Validating…MIDI Compiler: Done.But when I was testing the MIDI prior to build, it showed this:Output from MagmaCompiler follows:Reading the archiveMIDI Compiler: Starting…MIDI Compiler: Loaded autogen theme ‘FeelGoodPopRock.rbtheme’…MIDI Compiler: Autogenerating PART DRUMS animations…MIDI Compiler: Autogenerating PART KEYS animations…MIDI Compiler: Autogenerating PART VOCALS animations…MIDI Compiler: Autogenerating PART GUITAR animations…MIDI Compiler: Autogenerating PART BASS animations…MIDI Compiler: Autogenerating lighting + post proc cues…MIDI Compiler: Autogenerating camera cues…MIDI Compiler: Validating…MIDI Compiler: Done.Seems this MIDI is in excellent condition. No errors reported by MagmaCompiler.I’m assuming this is what caused everybody to sit around limp for the whole duration while I was play testing it last night. Any idea why Magma is skipping the Autogen during the build? I definitely didn’t toggle anything to make that change to my knowledge.I’m also assuming that because the override.mid file doesn’t have animations in it, the autogenerated animations wouldn’t be present anyway, correct? If I wanted to put those in, would I use the Export function, and replace the instrument tracks with the result? I know this is how you add the auto generated venues to your RPP/Midi, but I figured I would ask before I waste any time on the export (it takes 10+ minutes).March 2, 2016 at 6:04 pm #464520If the midishrink executable is accessible to the users, do users have an opportunity take Magma’s output MIDI and manually shrink it before Magma tries to compile the game files?
March 2, 2016 at 6:29 pm #464525Well this is kind of what happens already. You select the MIDI in Magma, and it tells you it’s too big, and shrinks it. this results in a midi_fixed.mid file. Then, when Magma attempts to build with the fixed MIDI, the MIDI increases in side again (presumably because of autogen), Magma freaks out that it’s >1MB, and quits.
What we need is for the MIDI to be compressed after the size increase…but before Magma freaks out lol.
Also: why did Magma bother doing Autogen for Keys when I have no keys in my track?? I noticed that was the only thing it generated during the build…
March 2, 2016 at 6:42 pm #464527I took the time to do the Export Midi option and replaced the Drums, Guitar, Bass, and Vocals tracks with the result (which appeared to have the autogen animations in there.). I then re-exported the midi, and renamed it to override.mid.
I am re-building now (with the override option checked in advanced settings) and will hopefully have a chance to playtest it tonight. I’ll report back on how it goes.
Let me know if it seems like I messed anything up lol.
Thanks again!
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