sauraen / seq64

Sequenced music editor for first-party N64 games
GNU General Public License v3.0
127 stars 23 forks source link

How to utilize the percussion part of the soundbank in SM64 Decomp? #35

Closed ThePlayerRolo closed 1 hour ago

ThePlayerRolo commented 2 hours ago

Basically SM64 Decomp has an instrument called "Percussion" in some soundbanks, However Idk how to use it, as the instrument is not listed with the other instruments, instead its null. Example: 25.json

sauraen commented 1 hour ago

This is part of how General MIDI works. The "drums" or "percussion" is permanently assigned to channel 9 (if zero-indexed) / 10 (if one-indexed). The instrument assigned to that channel is always null because that channel will always play the percussion instead. Each note on that channel plays a different "percussion sound"--many of them are just repitched versions of the same sound, but there is more variety possible than with a regular instrument.

I recommend using SEQ64 to convert a couple vanilla sequences to MIDI and looking at them in your MIDI editor program to learn how they are constructed.

ThePlayerRolo commented 32 minutes ago

This is part of how General MIDI works. The "drums" or "percussion" is permanently assigned to channel 9 (if zero-indexed) / 10 (if one-indexed). The instrument assigned to that channel is always null because that channel will always play the percussion instead. Each note on that channel plays a different "percussion sound"--many of them are just repitched versions of the same sound, but there is more variety possible than with a regular instrument.

I recommend using SEQ64 to convert a couple vanilla sequences to MIDI and looking at them in your MIDI editor program to learn how they are constructed.

How can I set my drums to Channel 9 in FL studio?