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scifista42

How to properly make a silent MIDI?

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Here is a MIDI track of complete silence, which I've created a while ago using MidiEditor (or maybe Sekaiju, I can't remember). When I use it as a wad music, it works in every source port including Chocolate Doom, but vanilla engine freezes upon loading a map containing this music. I'd like the wad to be vanilla-compatible, though.

Can anyone take a look and tell me what's wrong with this MIDI, and how do I make a proper vanilla-compatible empty MIDI, please?

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Thanks, I'm going to take it. I'm still curious what's the problem, though. I don't really understand MIDI editing, making an empty file is the peak of my skill. When I compare the Brutalist MIDI with my MIDI, they seem the same except some header details and I don't understand the meaning of those. Does anybody experienced know where's the critical difference?

My MIDI (not working in vanilla)
Brutalist MIDI (working in vanilla)

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The Brutalist Doom MIDI actually has some notes in it, a kick drum, though the channel volume is set to 0 so you hear nothing. I don't know if that's what makes the difference or not, but you could try adding a silent note to yours and see if it works in vanilla.

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I don't really know how doom handles midi files, but I like poking around with things so I'll hazard some guesses.

Here's the metadata for your mid:

Spoiler

<external name="/Users/zach/Downloads/SILENCE.mid" size="55" midiformat="1" numtracks="1" resolution="192">

<global metaeventtext="New Track" tempo="120.00" tempoChanges="1" meter="4/4(0)" meterChanges="1" key="$" keyChanges="0" instruments="-1" percussion="-1" duration="0.00" hasSysEx="0">

<track metaeventtext="New Track" channel="-1" duration="3840" durationRate="1.00" occupation="0" occupationRate="0.00" polyphonyDurationRate="0.00" maxPolyphony="0" avgPolyphony="0.00" lowpitch="-1" highpitch="-1" modulations="0" afterTouches="0" pitchBends="0" programChanges="$">

and the brutalist mid:
Spoiler

<external name="/Users/zach/Downloads/D_READ_M.mid" size="62" midiformat="1" numtracks="1" resolution="48">

<global metaeventtext="$" tempo="-1.00" tempoChanges="0" meter="" meterChanges="0" key="$" keyChanges="0" instruments="-1" percussion="1" duration="160.00" hasSysEx="0">
<comments></comments>

<track metaeventtext="$" channel="10" duration="161" durationRate="1.00" occupation="80" occupationRate="0.50" polyphonyDurationRate="0.00" maxPolyphony="1" avgPolyphony="1.00" lowpitch="35" highpitch="35" modulations="0" afterTouches="0" pitchBends="0" programChanges="$">

the notable difference would appear to be that D_READ_M actually contains a track which contains a note (presumably at 0 velocity as to be inaudible). Maybe vanilla doom doesn't handle the case where it's handed a file with nothing to play in it.


EDIT: heh plums beat me to it.

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You were (both) right, adding one note in a 0-volume channel solved it, thanks. I'm going to use the Brutalist MIDI anyways, since it's a smaller file than I managed to make. (I'm including it in the wad multiple times to replace all map's music.)

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I'm curious about this. Do you plan on making a map especifically designed with no music for it? Sorry, I know this is the oppossite of a helpful reply, but as one of the very, very few people in here that plays routinely without music (with exceptions), I'm quite interested on this. Good luck with your wad!

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