06-12-2024, 11:12 PM
(This post was last modified: 06-12-2024, 11:27 PM by DerVVulfman.)
MIDI based error report:
Current state of test project: RGSS1 scripts, no custom scripts in play. Merely events as defined.
Version: hiddenchest win64 20240608 - 1.1.80 with DLLs supplied within.
Sound Fonts individually tested: GMGSx.SF2, GM4_Orch.SF2, Final_Fantasy_7_PSX_SF
THE SETUP:
I have a simple demo that obviously begins playing ye classic "064-Slow07" Title music that is the default. When selecting a new game, it enters a map with AutoChange off and no music selected for the map. But after displaying a little startup message with a 60-frame pause, I use a contemporary PlayBGM Event command to begin another RTP classic: "058-Slow01".
THE REACTION:
After leaving the title screen and entering the map, the game does perform the 60 frame pause as defined. However, a final split-second 'blast' from the Title Screen music plays before switching over to the map music.
TEST 2:
I remove the title music from the Title screen. After the 60-frame delay, the map music from the map event played without an issue.
TEST 3:
After returning the default Midi Title Music, I replaced the music launched in the field map to an MP3 file. There was no split-second 'blast' from the Title Screen music before the mp3 music played.
TEST 4:
Reversed Test 3, replacing the Midi Title Music with an MP3, but returned the Midi Map Music. There was no split-second 'blast' before playback.
TEST 5:
I decided to keep the Midi Theme at start. But I removed the event and set the map properties to play "058-Slow01" on autoplay. The split-second 'blast' returned.
TEST 6:
With the Midi Theme in place, I removed the autoplay music and created two map events the player needs to trigger:
@>Fade Out BGM: 1 sec.
@>Wait: 60 frame(s)
@>Play BGM "{SELECTION}"
Each event had a different Midi file, but after the 60 second wait, each had a resulting 'pop' from the previously played Midi file, even when going back and forth between each event.
TEST 7:
Using the same events, I switched one of the events to play MP3 music. The MP3 music, on start, had no split-second 'blast. But when the other event that began midi playback was triggered, it played a blast from the title screen, the midi music from the title screen apparently still in memory and not cleared by the mp3 playback.
OPINION:
In layman's terms, it appears that past midi-music is not being properly cleared before the next midi piece actively begins playback. It is Midi to Midi exclusive, regardless of any other audio played between.
Yes, I have a Final Fantasy VII sound font. The default title music sounds funny with it.
Current state of test project: RGSS1 scripts, no custom scripts in play. Merely events as defined.
Version: hiddenchest win64 20240608 - 1.1.80 with DLLs supplied within.
Sound Fonts individually tested: GMGSx.SF2, GM4_Orch.SF2, Final_Fantasy_7_PSX_SF
THE SETUP:
I have a simple demo that obviously begins playing ye classic "064-Slow07" Title music that is the default. When selecting a new game, it enters a map with AutoChange off and no music selected for the map. But after displaying a little startup message with a 60-frame pause, I use a contemporary PlayBGM Event command to begin another RTP classic: "058-Slow01".
THE REACTION:
After leaving the title screen and entering the map, the game does perform the 60 frame pause as defined. However, a final split-second 'blast' from the Title Screen music plays before switching over to the map music.
TEST 2:
I remove the title music from the Title screen. After the 60-frame delay, the map music from the map event played without an issue.
TEST 3:
After returning the default Midi Title Music, I replaced the music launched in the field map to an MP3 file. There was no split-second 'blast' from the Title Screen music before the mp3 music played.
TEST 4:
Reversed Test 3, replacing the Midi Title Music with an MP3, but returned the Midi Map Music. There was no split-second 'blast' before playback.
TEST 5:
I decided to keep the Midi Theme at start. But I removed the event and set the map properties to play "058-Slow01" on autoplay. The split-second 'blast' returned.
TEST 6:
With the Midi Theme in place, I removed the autoplay music and created two map events the player needs to trigger:
@>Fade Out BGM: 1 sec.
@>Wait: 60 frame(s)
@>Play BGM "{SELECTION}"
Each event had a different Midi file, but after the 60 second wait, each had a resulting 'pop' from the previously played Midi file, even when going back and forth between each event.
TEST 7:
Using the same events, I switched one of the events to play MP3 music. The MP3 music, on start, had no split-second 'blast. But when the other event that began midi playback was triggered, it played a blast from the title screen, the midi music from the title screen apparently still in memory and not cleared by the mp3 playback.
OPINION:
In layman's terms, it appears that past midi-music is not being properly cleared before the next midi piece actively begins playback. It is Midi to Midi exclusive, regardless of any other audio played between.
Yes, I have a Final Fantasy VII sound font. The default title music sounds funny with it.