There's a pretty good one from some Japanese guys that you can find floating around the 'net, but it only runs on PowerPC at the moment and I think it needs some special hardware hooked up, too. Not really much use, though some weirdos actually used it in a game... There's no understanding some people. (And no source! Some programmers have no shame...)
Okay Then. Then I'm Gonna Have To Try Build One. The Only Thing Is, So Far, I Haven't Been Interested In The Sequenced Files, So I've Ignored Most Posts Based Around This. To Avoid Me Recapping On Months Of Knowledge, I Ask You To Clarify Something For Me:
Now, After Composing A Decent Amount Of Midi Files, I Do Know A Lot About Midis. Midi Files Use Predetermined Samples With Varied Pitch Based On Where The Note Is Set Inside The Actual Midi File. The Samples That Are Played Are Stored In The Windows Directory (Don't Ask Where).
I'm Assuming The Sequenced Files Are The Same, But Rather Than The Samples Being Stored In The Windows Directory, They Are Stored In The .AW Files.
at first, you should forget that midi's are playing samples, except in one games, that's something you heard about "midi-like" files which playing samples, like seq's on the ps1 or ps2, but not in windows...
and, do you really think anyone believes you that YOU'RE writing a plugin for winamp or whatever?? hahaha and LOL²
you should leave this to ppl who really know what they're doin, like unknownfile, caitsith2 and Neill Corlett!!!
wolupgm: I don't know about your "windows directory" thing, but you're right that the samples are stored in the .aw files, and we can decode those just fine. I think you're vastly underestimating the difficulty of building a sequence player, though. It isn't just a matter of "play this sound at this frequency", you also have sample looping, envelope (for the varying intensity and possibly varying waveform over the course of the note), various things that can change the frequency, other waveforms modulating this one, reverb, mixing, probably lots of other things that I don't know as I've never attempted to do it.
It *might* be close enough to standard MIDI that you could figure it out from your knowledge of that, but more likely it will require a whole lot of guesswork to figure out how certain effects are supposed to work.
Regarding the Windows directory comment, in Windows XP at least, the Roland GS sample set used by the Microsoft Synthesizer can be found in {Windir}\system32\drivers\gm.dls. Anything else used by your sound card drivers is likely elsewhere. (Creative's default sample sets tend to be directly in system32, for example)
Following up with HCS's comment, adding on another level of complexity, it might not even BE midi-based, having more in common with MOD files as to how the notes are stored...or a hybrid, using midi notation but a segmented pattern list for easier dynamic music shifting. It's no small project. If you want to see the level of complexity just in dealing with MIDI, check these two projects out. FluidSynth: http://www.nongnu.org/fluid/ TiMidity++: http://sourceforge.net/projects/timidity