How Do I Get Midi Files To Play Here
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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Re: How Do I Get Midi Files To Play Here
Taking DaFool's lead...
Max it out before saving it as wav(rendering it as wav/ pressing the play button)
Max it out before saving it as wav(rendering it as wav/ pressing the play button)
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Re: How Do I Get Midi Files To Play Here
If you're sure that your volume controls are not messed up (soundcard's mixer panel?) then your best bet is to open the wav file in an editor and raise the volume by either normalizing (= max. volume without distortion) or compressing (= reducing the peaks so that overall volume can be increased even more).
See the section "sound editing software" at http://renpy.org/wiki/community/Resource_Links for editors. There are tons of others, too.
See the section "sound editing software" at http://renpy.org/wiki/community/Resource_Links for editors. There are tons of others, too.
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Re: How Do I Get Midi Files To Play Here
Maybe I can just use an older version of renpy that does have midi support.
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Re: How Do I Get Midi Files To Play Here
That's not recommended. The reason I removed midi support is that it caused crashing on x86 macs. It also didn't work all that well on linux. Trust me, using rendered oggs is a much better approach.
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Re: How Do I Get Midi Files To Play Here
Did it work on Win XP? Cause that's what I've got. Also, I can't find any program that converts the mids to oggs and sounds as good as the mids, the oggs sound different.PyTom wrote:That's not recommended. The reason I removed midi support is that it caused crashing on x86 macs. It also didn't work all that well on linux. Trust me, using rendered oggs is a much better approach.
Re: How Do I Get Midi Files To Play Here
You just need to find soundfonts that approximate the your default soundcard better.I can't find any program that converts the mids to oggs and sounds as good as the mids, the oggs sound different.
Did you compose the tunes yourself? If not, then whoever composed them must be glad that they can't be reproduced exactly, as it's also a way in which their copyright is protected.
Like I said elsewhere, midi and wav is like a 3D model and the final render. Right now, you have the wireframe information for a 3D model. Now, it's like you're asking that the final renders look as good as Pixar. That just doesn't happen without lots of time plugging things in (or money).
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Re: How Do I Get Midi Files To Play Here
Midi works on windows xp, but the default in Ren'Py is to make games for windows, mac and linux.
Perhaps someone could step up and render the midis for you?
Perhaps someone could step up and render the midis for you?
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Re: How Do I Get Midi Files To Play Here
What program do you use on midis? Does it do a good job turning them into ogg ones? If so, please let me know the name of it then.PyTom wrote:Midi works on windows xp, but the default in Ren'Py is to make games for windows, mac and linux.
Perhaps someone could step up and render the midis for you?
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Re: How Do I Get Midi Files To Play Here
I use a program called timidity. But I use Ubuntu Linux. It does an acceptable job, but I'm not sure it works on Windows XP.
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Re: How Do I Get Midi Files To Play Here
I had wanted to ask this for a while, is it possible to have a code that people can just paste it in an init block to allow the use of midis? I'm asking this because not all Renpy games have distributions for platforms other than windows (eg. Siliness). The code could be something like this:PyTom wrote:That's not recommended. The reason I removed midi support is that it caused crashing on x86 macs. It also didn't work all that well on linux. Trust me, using rendered oggs is a much better approach.
Code: Select all
init:
if operating system == windows:
<code for allowing use of midi here>
else:
<code to cause 'play midi files' codes to be ignored>
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Re: How Do I Get Midi Files To Play Here
The thing is, though, even if you don't have a distribution for mac or linux, people can always get your game working on mac or linux. You can drop it underneath a distribution of Ren'Py, or simply running it with py4renpy or the mac launcher. I tend to do this myself, as I would need to boot up a windows vm to get it working otherwise.
The moral of the story is that you should always consider the cross-platform nature of your game, even if you don't plan to actually release cross-platform. Although since Ren'Py makes a 3-platform release so easy, I don't see any reason not to do it.
Finally, just as a personal note, I'll point out that the only people who emailed me to thank me for Moonlight Wlaks were Linux users. (Even though Linux has the smallest number of downloads.)
The moral of the story is that you should always consider the cross-platform nature of your game, even if you don't plan to actually release cross-platform. Although since Ren'Py makes a 3-platform release so easy, I don't see any reason not to do it.
Finally, just as a personal note, I'll point out that the only people who emailed me to thank me for Moonlight Wlaks were Linux users. (Even though Linux has the smallest number of downloads.)
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Re: How Do I Get Midi Files To Play Here
I agree with this suggestion. People should have the choice to turn it on or off, it's a good suggestion.JQuartz wrote:I had wanted to ask this for a while, is it possible to have a code that people can just paste it in an init block to allow the use of midis? I'm asking this because not all Renpy games have distributions for platforms other than windows (eg. Siliness). The code could be something like this:PyTom wrote:That's not recommended. The reason I removed midi support is that it caused crashing on x86 macs. It also didn't work all that well on linux. Trust me, using rendered oggs is a much better approach.Just a suggestion.Code: Select all
init: if operating system == windows: <code for allowing use of midi here> else: <code to cause 'play midi files' codes to be ignored>
Another thing I want to ask, can you fix it so it can have a 640X480 mode? I have very bad eyesight. I need that mode to see clearly.
Re: How Do I Get Midi Files To Play Here
It might be a unique case but my Sound Blaster (yeah, I know, old stuff, but good stuff!) card comes with the Soundfonts it uses. The files come with the .sf2 extension and if used in a program such as the one suggested in the first posts, it should sound exactly like with your sound card. Now, though, I just made a search on my work computer and it doesn't have any SF2... So I suppose it might not be a general case :/... drat.
(also, sidenote : many midi files are badly done in that changing the Soundfont makes them sound totally different)
(also, sidenote : many midi files are badly done in that changing the Soundfont makes them sound totally different)
Just change it in the options :can you fix it so it can have a 640X480 mode?
Code: Select all
## These control the width and height of the screen.
config.screen_width = 800
config.screen_height = 600
Re: How Do I Get Midi Files To Play Here
I used to use Timidity on Windows XP as well. It's just a straightforward render. Not sure if the various distros have changed since, but Synthfont is far more flexible. I ended up porting my Timidity soundfonts over to Synthfont.
It's not the software, it's the soundfonts and/or your soundcard. Try the midis on a different system with different soundcards, it will sound different.
At least converting them to oggs means that everyone else listens to the exact same tune as you do.
If you have a problem with it, then search for more soundfonts.
It's not the software, it's the soundfonts and/or your soundcard. Try the midis on a different system with different soundcards, it will sound different.
At least converting them to oggs means that everyone else listens to the exact same tune as you do.
If you have a problem with it, then search for more soundfonts.
Re: How Do I Get Midi Files To Play Here
Incidentally, wouldn't increasing the size of the text and other elements and using a higher resolution be better? A lower resolution doesn't intrinsically mean 'bigger', it just means 'less pixels' and thus 'less detail'... and a lower resolution will be that much smaller if you ever have to run the game in a window.Neko Hibiki wrote: Another thing I want to ask, can you fix it so it can have a 640X480 mode? I have very bad eyesight. I need that mode to see clearly.
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