[New! Program] Voxinator: A Rockband Vocals Visualizer

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  • #435982
    Also wanted to point out, since you’re already using NAudio to play the .mp3 file, you can also use NAudio to play the .ogg file. It’s essentially the same code but calling the Vorbis reader rather than the mp3 reader.

     

    Keep in mind I think NAudio will fail with multi-channel ogg files, but a standard stereo or mono vocals.ogg file should work just fine.

     

    Cool. I’ll look into that.

    I’ll look into the framework issue too.

     

    v1.1b is now up.

    #435983
    Dash Riprock
    Participant

      Looking good so far. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

       

      Three things I can think of that would make it far more useful for me.

       

      1. Transport controls. Jump to and check a specific part quickly.

       

      2. Zoom. See more of the chart.

       

      3. WAV playback. To use the WAV rendered by Reaper.

      #435984
      Looking good so far. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

       

      Three things I can think of that would make it far more useful for me.

       

      1. Transport controls. Jump to and check a specific part quickly.

       

      2. Zoom. See more of the chart.

       

      3. WAV playback. To use the WAV rendered by Reaper.

       

      1. On my todolist.

      2. Already had this implemented but had to suspend it due to the track becoming off sync. On todolist.

      3. Probably the next thing I do.

      #436006

      If you could also make it possible to choose a audio file instead of automatically going for one with a specific name that would also be cool. I am a messy person with one huge folder with all my custom stuff in it and obviously need to have unique names for all audio files in there <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif” />

      #436101

      v1.2b released!

       

      If you could also make it possible to choose a audio file instead of automatically going for one with a specific name that would also be cool. I am a messy person with one huge folder with all my custom stuff in it and obviously need to have unique names for all audio files in there <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif” />

      Your wish is my command.

      #436152

      Trying to work on a “zoom” feature but it’s kind of pointless unless I know what resolution RB3 is rendered at on the Xbox 360 because otherwise I don’t know what the field of view is suppose to be.

       

      My current guess is it’s 720p which would make the standard view port (resolution of the vocal display) around 1280×180 (although the height doesn’t really matter as it doesn’t increase the amount of notes you can see).

       

      This is my source: https://forum.beyond3d.com/threads/list … ons.41152/

      It doesn’t have Rockband 3 but every other Rockband is the same.

       

      edit: Figures this out. The render resolution of RB3 is indeed 720p (which is more of a Xbox 360 limitation). Of course on the Xbox it is scaled up to 1080p on 1080p TV’s but scaling doesn’t increase the FoV as it doesn’t give you any more render pixels. Anyways I figured out the speed that tracks are displayed in the game (more details on OP).

      #436183
      espher
      Participant
        Update:

        Further testing reveals extracted official content has it’s tempo track named “????6?????6?6??????” instead of “TEMPO TRACK” which means I will need to change the detection to something not related to the track name.

         

        So, I was thinking about this, and now I’m curious… we know that customs under TU5 require the use of a song’s ‘official’ tempo map, but do we know if it’s actually looking for a map? Or is it looking for a track with this name? I’m curious to see what a TU5-friendly custom has for a tempo map in the .mid (if the name is retained when you re-export it or not).

        #436195
        PikminGuts92
        Participant
          So, I was thinking about this, and now I’m curious… we know that customs under TU5 require the use of a song’s ‘official’ tempo map, but do we know if it’s actually looking for a map? Or is it looking for a track with this name? I’m curious to see what a TU5-friendly custom has for a tempo map in the .mid (if the name is retained when you re-export it or not).

          I’ve been messing around with NAudio library recently and now that I’ve learned so much more about how midi files work I’ve been wondering the same thing. We know that the game can replace tracks via the pro guitar/bass upgrade trick. When I played around with customs on TU5 I had no idea the tempo track could have different names. It might be possible for it to be replaced too if the tempo map from the upgrade midi shares the same name with the original song.

           

          EDIT: The answer is no. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />

          #436221
          espher
          Participant

            Ah well, was worth a shot. Thanks for giving it a go.

             

            We’ll crack the code yet, dammit!

             

            Edit: Re-reading your post, it’s my experience that the tempo map in an upgrade mid (and/or the presence of one) doesn’t even matter in-game. It seems to be completely ignored. Did you just try w/ an upgrade or was it w/ a full custom proper? My thought is “what if we just straight-up build a CON file w/ that as the tempo map name”, essentially.

            #436223

            By the way I did check my dependencies and nothing I use requires .NET 4.0 and I have my build set to .NET 3.5.

            So unless someone on .NET 3.5 says otherwise, it will work on it! <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

             

            Currently working on having text scale with the program (to make things much more readable) while not inducing FPS crashes.

            #436224
            PikminGuts92
            Participant

              I’m not sure you fully understand how TU5 customs work. You NEED the entire RB1 midi file for verification and that’s why we use the upgrade work around in the first place. I’ve explained it once before here.

               

              I tried using imsosick.mid from the RB1 export as the main midi file. The tempo track name for it is ‘imsosick’ so I renamed the tempo track name of the upgrade midi (custom song) to that. The upgrade method is used to replace/add tracks in the main midi file. But as you said, it won’t replace the tempo track. What I just did confirms that even when the tempo tracks share the same name, the game won’t replace the track.

               

              Although another possibility could be that the game is only ignoring the 0th track, which is the tempo track according to standards, in which case it might be possible to replace said track if it was placed in a different position such as the 1st track. Or you could try deleting the tempo track of the upgrade midi and all the tracks that should be added/replaced should still work fine. If the new 0th track doesn’t work then you’ll know for sure that the game is ignoring just that track.

               

              EDIT: Copying the tempo track to 1st position didn’t work either. Oh well. It was worth a shot.

              #436237
              espher
              Participant
                I’m not sure you fully understand how TU5 customs work. You NEED the entire RB1 midi file for verification and that’s why we use the upgrade work around in the first place. I’ve explained it once before here.

                 

                If you’re talking to me, I fully understand it based on your previous explanations here and elsewhere, but I was wondering if this was something that wasn’t in the consideration set. I wasn’t sure if we’d established the “entire” RB1 midi was needed, though or if that was an entirely reasonable assumption based on knowns at the time. I will say I had missed the part about the SHA-1 hash (maybe I missed that post in the thread?), which pretty much rules out anything else.

                 

                re: your edit, when you say ‘copying’, are we talking about leaving a tempo track in both 0 and 1? Or swapping it out w/ a different track? If it’s the latter, have you tried the former? It could be like the weird “ignore the first pro keys track” issue I ran into with RBHP.

                #436238

                v1.3b released!

                Such a huge step up from the last version! :v:

                 

                Hope you enjoy. :c00l:

                #436241
                PikminGuts92
                Participant
                  re: your edit, when you say ‘copying’, are we talking about leaving a tempo track in both 0 and 1? Or swapping it out w/ a different track? If it’s the latter, have you tried the former? It could be like the weird “ignore the first pro keys track” issue I ran into with RBHP.

                  The former. I copied it from the first track and added it to the position after it. So the upgrade midi had two copies of the tempo track (one after the other) plus all the other RB tracks.

                  #436242
                  espher
                  Participant
                    re: your edit, when you say ‘copying’, are we talking about leaving a tempo track in both 0 and 1? Or swapping it out w/ a different track? If it’s the latter, have you tried the former? It could be like the weird “ignore the first pro keys track” issue I ran into with RBHP.

                    The former. I copied it from the first track and added it to the position after it. So the upgrade midi had two copies of the tempo track (one after the other) plus all the other RB tracks.

                     

                    Alright, cool. Guess we’re still stuck then. Oh well. ;(

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