There are absolutely NO soundfonts from N64 games AT ALL... by TheUltimateKoopa at 3:48 PM EDT on March 29, 2013
... which have the correct instruments to the correct program numbers, in the correct pitch, and with the correct ADSR envelope settings...
Not even that Goldeneye 64 soundfont which is said to be in the correct order by SubDrag and some other guy(s) is 100% correct...
Some examples: A vibraphone sound is used when there should be some kind of brass Some kind of brass instrument is used for what should be some strings Strings are used for what should be a wind sound The low bass sound used in Surface 1 is missing, and a few other instruments are as well, for example the drums in the beginning of DAM are completely missing.
There are no instruments missing. I can guarantee that. Although some of the ranges of instruments aren't shown in the soundfont, it is usable (but you need to test ingame). I doubt it will provide a perfect sound, in midi tools. Note there is a limit to 8 notes on at once also by the engine.
So, even though the "instruments" are supposedly "in order", some still won't play the correct instruments (like having vibraphones at the start of Archives, instead of trumpets)... this is supposed to happen? What I would like is to simply be able to play the GE64 MIDIs ripped with N64MIDITool in foobar2000, using the soundfont, with the correct instruments, or is this impossible?
It seems you're thinking of the "GM standard" of how instruments are ordered. I have no idea how N64MIDITool does it, but it does sound like you won't get them "in order" from the get-go. I suggest just downloading Vienna and re-ordering them as you see fit in there.
The soundfont is in correct order, and n64 midi tool rips them to those lookups. Don't know why they'd be off, though GE uses some loop section thing the midi tool doesn't support. Do any levels work?
If they're in the correct order, how come some of the correct instruments play, but some of them are wrong? Like marimbas playing instead of brass?
And is there a way of having N64 MIDI Tool rip the ADSR stuff, so that the cymbals actually sound like cymbals and not a constant shhhh, or make it so that samples don't play for a few seconds, but for the duration of the entire note? Or is that what the 'loop' tick is for?
OK, here's what I hear when I play MIDIs ripped from the Goldeneye ROM, with the "ordered" soundfont: https://mega.co.nz/#!pcR2xTyT!MkjS6EWw4Np1ZUFwid779xG_wCI6wI07DqNMUKG5jsM
They're not perfect but they sound pretty good. Prob a couple instruments slightly off due to soundfont (not being able to perfectly mimic in soundfont vs n64 soundfont).
How do you change what program number is assigned to an instrument? And how the fuck do you change the ADSR shit?
Last time I checked, a cymbal had an initial 'crash' sound, but faded out immediately to silence, not, as is in the soundfont, a Crashshshshshshshshshshshshshshsh.... then sudden silence...
The only solution.... is for someone who knows what they're doing to basically "make a Goldeneye 64 soundfont that actually works".. that is, will have the correct instruments playing, WITH the correct attack, sustaint, decay, release, and shit.
I wanted a mario kart 64 soundfont, there was none to be found, guess how I solved it.
You've seen me bitching around this forum for that.
It wasn't untill I found out that complaining did not do the job.
I started thinking outside of the box to find possible anwsers, and with the right research and patience I now have my own soundfont that behaves the way I want, kind of like what you want to achieve.
I've checked out this Golden Eye 64 soundfont a while ago, I never played the game, but the soundfont really is ''minimal yet functional''
It's not perfect but it's really a solid base for a complete soundfont, I wish I had that when I was making the MK64 soundfont.
Your awnsers lie within this thread, you've got the recourses, yet you can't get it done.
Try follow my footsteps and think out side the box.