loveemu
loveemu
I'm not keen on changing the code, as I've never seen a case where rejecting the entire VAB based on key range would really be a problem. I'm also concerned...
You're right. It simply hasn't been implemented yet. In fact, there is no SoundFont conversion implementation for drum instruments in almost all SNES formats. Many formats currently output percussion notes...
It worked for me, so I guess it's a game-specific problem. What game/song did you try to convert?
I haven't been able to check the result because I don't have the BGM file for Silent Hill 2 at hand. I don't remember what I tried back in 2015,...
## Chocobo Mystery Dungeon As Mike mentioned, the song sequences in this game are compressed, so you'll need to dump the player's main RAM, such as PSFLab, to get the...
Unfortunately I still don't understand the specific problem the issue is pointing to. * What version did you use? Make sure you are using the latest build (at least since...
I noticed that CMake can use precompiled header (PCH) by [target_precompile_headers](https://cmake.org/cmake/help/git-stage/command/target_precompile_headers.html). If I understand correctly, the difference between using PCH with GCC or MSVC and this CMake directive is that...
In some cases, the samples of a song are composed of multiple instrument files (AkaoSampColl). Despite that, it seems that VGMTrans always tries to couple a sequence to a single...
I don't know FluidSynth at all, so I googled a lot of things. Maybe it has something to do with the fact that the winmidi driver's support for 16+ channels...
Or do we need a meta-event or something to select a (virtual) MIDI port to ensure that different MIDI channels are used between tracks? (for example: FF 21 01 pp)