OK, seriously what does your post have to do with anything? All I'm asking about is when does each Part repeat? Is there any silence after C1P1 before it plays, or does it always repeat after 4 bars?
And what do you mean by 'the last pattern is supposed to be part of channel 7 part 5'?
Oh look
'i even splitted some notes from each other while they are meant to be in the same pattern, in the same channel'
Well that explains why I couldn't get it to work properly.
Sorry if I don't know every thing about every thing.
That image has NOTHING to do with what I'm asking about. I already said that each part seems to be 4 bars long, and according to the MIDI, it's 75 bpm. 75 beats per minute, means 0.8 seconds per beat (60/75). Therefore, 4 beats to a bar is 3.2, therefore, 4 bars will be 12.8 seconds (not 12.48 seconds as I previously mentioned)... But your WAVs are all 22.41 seconds long, which is way longer than just 4 bars.
As I said, all I was asking is, does each Channel loop straight after the last pattern has finished, or are there any extra silence parts before? For example, if Channel 2 only has 1 part, does it loop after 4 bars, or is there a few extra bars after the 4th bar before it repeats, i.e. does Channel 2 loop after 7, 8, or 14, or whatever bars?
And, Mouser X, if you mean the USF might have the patterns playing/looping in the wrong order or at the wrong time, etc, would the "Nintendo All Star! Dairantou Smash Brothers Original Soundtrack" version be more accurate?
Personally I'm not sure what you mean by it could be an emulator issue. What, if I may ask, could be an emulator issue?
I'm using my 'goddamn brain'. Sorry if my fucked up mental illness called Aspergers Syndrome is annoying.
That's why I asked if you were listening to the USFs. If you're listening to an OST, or something, or an in-game recording (off of original hardware), that's completely different. Yes, the "Nintendo All Star! Dairantou Smash Brothers Original Soundtrack" should be fine. I didn't know if there was an OST for the game or not.
That said, the Zelda:OoT USF set plays slower than it does on hardware. So, the timings used in the USF tags don't match the OST, because the timings are based on listening to the USFs (which play slower, and therefore longer). That's one example. I think someone said the Banjo Kazooie set (or is it Banjo Tooie? I don't remember) can't be "properly" looped because not all of the different channels loop at the same time (ex: Ch1 plays for 1:32, ch2 plays for 1:44, ch 3 plays for 0:46, etc. That's an exaggeration, but I'm just trying to illustrate my understanding of what I read). I have no idea if that's an emulator issue (as in, because it's emulated wrong, the channels are, individually, being played at the wrong lengths/speeds), or if it actually does that on hardware. I'm just saying that people have found issues with various USFs, and since it's an emulated format, if the emulator is bad, the playback will be bad as well. So, since it's been shown that the emulator *is* "bad" (how "bad", I don't know. Overall it's obviously pretty good. But if it's playing Zelda music at incorrect speeds, maybe it's playing other songs at incorrect speeds. If it's doing that, then maybe individual segments of the songs are actually being played at incorrect speeds as well? I don't have the games, or the hardware (my brother has the N64), to tell), then we have to assume that the output is "bad" as well (as I said though, overall it's pretty good. I personally haven't really noticed anything. I'm only relaying what I've read other people say). How "bad"? The only way to tell is to compare the output to original hardware, which is why I suggested doing so.
As for the MIDI conversion/extraction and whatnot, that's basically a different matter altogether, and really has nothing to do with emulation. If, when you extract/convert the ROM data into MIDI, the MIDI says "Play ch1 for 1:32, Play ch2 for 1:44 and Play ch3 for 0:46", then I guess the MIDI is as correct as we know how to check. I can't fathom how that would work in a MIDI file (I can see how it'd work in a custom format, and maybe the conversion process is such that the data didn't convert right?), but if that's what it says, then I would assume that's what it is.
Hopefully that answers your question? Mouser X over and out.
I'm aware of the entire song playing at a slower speed, but for example, Channel 1 playing say, 1.1 times faster, but Channel 2 playing 1.2 times slower or something, I wasn't aware of that.
I wasn't basing the length of each 'section/part' on the USF, entirely, but rather, on the MIDI, i.e. rather than just saying "about 12 seconds", I was saying '4 bars', which is exactly 12.8 seconds, based on the fact that the MIDI is 75 bpm, which means each beat is 75/60 beats per second, and therefore 60/75 seconds per beat, which is 0.8, and therefore, multiplying that by 4 gives you a full bar/measure length of 3.2 seconds, thus 4 bars is 12.8 seconds, as I've explained before. One way is to, not count the seconds, but rather count the bars, assuming no channel has an irregular last measure of say, 11/8 or something, and doesn't loop at the end of a 4/4 measure or something.
TheUltimateKoopa said: I'm aware of the entire song playing at a slower speed, but for example, Channel 1 playing say, 1.1 times faster, but Channel 2 playing 1.2 times slower or something, I wasn't aware of that.
I'm not saying that's what's happening, only that it's a possibility, considering that it's known to have slow emulation issues already. Honestly, I'm not sure I believe it, even though I'm the one that proposed the idea. Overall slowness (or being too fast even) makes perfect sense to me, but for it to be individualized to specific channels seems a bit of a stretch to me. Certainly not impossible, because it's an emulation issue. Who knows what's causing it? It could be just one small command/program that just so happens to be applied to an entire song most of the time, but for certain games, that small command is applied to each channel individually and therefore is a separate instance, and could therefore be emulated incorrectly, individually every time.
Anyway, I guess I just didn't really understand what you're problem was, so I mentioned the above emulation possibilities, just in case. With your further explanation, it sounds like it's most likely not emulation related at all. Sorry if I ended up confusing the issue. Still, hopefully my input has been useful, even if not entirely directly related. Maybe someone else will get some use out of it? Mouser X over and out.
But the emulation being slow shouldn't really have any difference. The actual USF for this particular track seems pretty much accurate in terms of speed.