|
Undocumented feature (midi notes) (Community)
Undocumented feature (midi notes) // Community
Jun 7, 2006, 4:51am
If you look around in AWGate you might see a piano :D
It uses a new feature in 4.1 I can't really find any documentation for.
Here's an example command to make it work:
"activate midi instr=1 note=60"
Instrument #1 happens to be a piano and note #60 is C4.
The command can be made global with the global flag.
There's a handy guide to which note numbers correspond to keyboard keys
at Wikipedia
(http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
You'll have to explore the instrument numbers for yourself ;)
Jun 7, 2006, 5:16am
[View Quote]RoadKill wrote:
> If you look around in AWGate you might see a piano :D
> It uses a new feature in 4.1 I can't really find any documentation for.
> Here's an example command to make it work:
> "activate midi instr=1 note=60"
> Instrument #1 happens to be a piano and note #60 is C4.
> The command can be made global with the global flag.
> There's a handy guide to which note numbers correspond to keyboard keys
> at Wikipedia
> (http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
>
>
> You'll have to explore the instrument numbers for yourself ;)
|
Okay, I guess you don't have to explore them yourself :P
(http://en.wikipedia.org/wiki/General_MIDI#Melodic_sounds)
Additionally, it seems there's a time= flag that affects the note length
and seems to be in milliseconds.
Jun 7, 2006, 5:23am
Well shit, that's pretty cool actually. I hope, nay demand, to see some
creative uses!
Jun 7, 2006, 5:31am
Wow, there's a lot of sound effects and such in there. Great for button
clicks and elevator dings!
How do the note numbers correspond to actual notes? Any way to get it
play a song without a ridiculously complex astart adone thing?
Jun 7, 2006, 5:31am
[View Quote]baro wrote:
> Any way to get it
> play a song without a ridiculously complex astart adone thing?
|
Yes, it's called playing a midi :P
Jun 7, 2006, 6:50am
[View Quote]RoadKill wrote:
> RoadKill wrote:
>
> Okay, I guess you don't have to explore them yourself :P
> (http://en.wikipedia.org/wiki/General_MIDI#Melodic_sounds)
>
> Additionally, it seems there's a time= flag that affects the note length
> and seems to be in milliseconds.
|
Chrispeg informs me that the complete list of arguments for midi is:
instr= note= vol= time= chorus= reverb= drumkit omni reset global
Jun 7, 2006, 7:26am
Playable piano now on display at AW 2200s 3613e. It's a more-lifesize piano,
not a giant one. Also you have the option to lock out the piano for 2
minutes so only you can play it globally. This prevents people from
interrupting. First design model anyway, I'll keep tinkering with it ;)
- Com
[View Quote]"RoadKill" <roadkillian at gmail.com> wrote in message
news:4486778b at server1.Activeworlds.com...
> If you look around in AWGate you might see a piano :D
> It uses a new feature in 4.1 I can't really find any documentation for.
> Here's an example command to make it work:
> "activate midi instr=1 note=60"
> Instrument #1 happens to be a piano and note #60 is C4.
> The command can be made global with the global flag.
> There's a handy guide to which note numbers correspond to keyboard keys at
> Wikipedia
> (http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
>
> You'll have to explore the instrument numbers for yourself ;)
|
Jun 7, 2006, 9:08am
There is a piano in america at the ammusement park also. we also have bumper
car and lazy river ride done with v4 features. We r still working on other
rides
[View Quote]"RoadKill" <roadkillian at gmail.com> wrote in message 33.18N 40.20E -0.08a 0
|
news:4486778b at server1.Activeworlds.com...
> If you look around in AWGate you might see a piano :D
> It uses a new feature in 4.1 I can't really find any documentation for.
> Here's an example command to make it work:
> "activate midi instr=1 note=60"
> Instrument #1 happens to be a piano and note #60 is C4.
> The command can be made global with the global flag.
> There's a handy guide to which note numbers correspond to keyboard keys at
> Wikipedia
> (http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
>
> You'll have to explore the instrument numbers for yourself ;)
Jun 7, 2006, 9:12am
we will also have an organ and drums u can play.
[View Quote]"RoadKill" <roadkillian at gmail.com> wrote in message
news:4486778b at server1.Activeworlds.com...
> If you look around in AWGate you might see a piano :D
> It uses a new feature in 4.1 I can't really find any documentation for.
> Here's an example command to make it work:
> "activate midi instr=1 note=60"
> Instrument #1 happens to be a piano and note #60 is C4.
> The command can be made global with the global flag.
> There's a handy guide to which note numbers correspond to keyboard keys at
> Wikipedia
> (http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
>
> You'll have to explore the instrument numbers for yourself ;)
|
Jun 7, 2006, 9:14am
LOL no it.s not hehe :)
[View Quote]"SW Comit" <sam at usamedia.tv> wrote in message
news:44869be1 at server1.Activeworlds.com...
> Playable piano now on display at AW 2200s 3613e. It's a more-lifesize
> piano, not a giant one. Also you have the option to lock out the piano for
> 2 minutes so only you can play it globally. This prevents people from
> interrupting. First design model anyway, I'll keep tinkering with it ;)
>
> - Com
>
> "RoadKill" <roadkillian at gmail.com> wrote in message
> news:4486778b at server1.Activeworlds.com...
>
>
|
Jun 7, 2006, 11:10am
Yeah, but remember MIDIs do not sound the same on every system. It all
depends on the MIDI drivers.
[View Quote]baro wrote:
> Wow, there's a lot of sound effects and such in there. Great for button
> clicks and elevator dings!
|
Jun 7, 2006, 11:28am
[View Quote]>Rossyfox o" <rossyboy at vwtv.org> wrote in message
>news:4486d05e$1 at server1.Activeworlds.com...
> Yeah, but remember MIDIs do not sound the same on every system. It all
> depends on the MIDI drivers.
|
Actually, when we programmed it we set it to use the microsoft synth
emulator, which should sound the same.
--
- Mark Randall
http://www.temporal-solutions.co.uk
"We're Systems and Networks..."
"It's our job to know..."
Jun 7, 2006, 12:18pm
Someone needs to figure out the MIDI sequence for the Close Encounters of
the Third Kind routine ;-)
[View Quote]"RoadKill" <roadkillian at gmail.com> wrote in message
news:4486778b at server1.Activeworlds.com...
> If you look around in AWGate you might see a piano :D
> It uses a new feature in 4.1 I can't really find any documentation for.
> Here's an example command to make it work:
> "activate midi instr=1 note=60"
> Instrument #1 happens to be a piano and note #60 is C4.
> The command can be made global with the global flag.
> There's a handy guide to which note numbers correspond to keyboard keys at
> Wikipedia
> (http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
>
> You'll have to explore the instrument numbers for yourself ;)
|
Jun 7, 2006, 3:28pm
That's pretty sweet, thanks. I might setup a few instruments for people to
mess around with in my worlds sometime.
-Kenneth
[View Quote]"RoadKill" <roadkillian at gmail.com> wrote in message
news:44867d56$1 at server1.Activeworlds.com...
> RoadKill wrote:
>
> Okay, I guess you don't have to explore them yourself :P
> (http://en.wikipedia.org/wiki/General_MIDI#Melodic_sounds)
>
> Additionally, it seems there's a time= flag that affects the note length
> and seems to be in milliseconds.
|
Jun 7, 2006, 3:56pm
o_O?
[View Quote]"Ciena" <nikona at comcast.net> wrote in message
news:4486b518$1 at server1.Activeworlds.com...
> LOL no it.s not hehe :)
|
Jun 7, 2006, 10:47pm
There's an instrument directory here:
http://chuckbrown.com/pages/generalmidi.html
Jun 8, 2006, 3:44pm
I tried putting a sequence into 1 object using the create animate me stone3.
1 1 600 between each midi note but of course I only had room for about 3
notes and it only worked with 2 notes for some reason. Having 3, it kept
doing ding ding ding ding ding ding ding ding ding forever. I wonder if
there is a way to make a sequence on a few objects but have them all in the
exact order to play 1 song. I don't think there is, making an object
invisible has nothing to do with the sound from that object. I wish they
would have added a wait= command in there.
-Kenneth
[View Quote]"Martin" <martin_at_activeworlds.com> wrote in message
news:4486e022$1 at server1.Activeworlds.com...
> Someone needs to figure out the MIDI sequence for the Close Encounters of
> the Third Kind routine ;-)
>
>
> "RoadKill" <roadkillian at gmail.com> wrote in message
> news:4486778b at server1.Activeworlds.com...
>
>
|
Jun 8, 2006, 4:08pm
It's possible. You just have to make a big long AAA sequence. Would take
forever :P
[View Quote]"Kenneth" <cosmosken at sbcglobal.net> wrote in message
news:448861e6$1 at server1.Activeworlds.com...
>I tried putting a sequence into 1 object using the create animate me
>stone3. 1 1 600 between each midi note but of course I only had room for
>about 3 notes and it only worked with 2 notes for some reason. Having 3, it
>kept doing ding ding ding ding ding ding ding ding ding forever. I wonder
>if there is a way to make a sequence on a few objects but have them all in
>the exact order to play 1 song. I don't think there is, making an object
>invisible has nothing to do with the sound from that object. I wish they
>would have added a wait= command in there.
>
> -Kenneth
|
Jun 9, 2006, 8:09pm
Any more info on midi commands please? Explanations of effects, range of
numbers for each flag command, and how do I access the percussion
instruments?
[View Quote]"RoadKill" <roadkillian at gmail.com> wrote in message
news:4486935c at server1.Activeworlds.com...
> RoadKill wrote:
(http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
>
> Chrispeg informs me that the complete list of arguments for midi is:
> instr= note= vol= time= chorus= reverb= drumkit omni reset global
|
Jun 9, 2006, 11:37pm
this is middle C note.... create color white;activate midi instr=1 note=60
global C# would be ... create color 0;activate midi instr=1 note=61 global
u can number them higher and lower for the rest of the notes. We have a 7
octave piano in america at the amusement park at 33.18N 40.20E -0.08a 0 u
can look at that one for reference. u can add more notes than what we have
but 7 octaves is sufficiant. we also have bumper car rides and a lazy river
ride and bikes and a shooting gallery. and a midway. its still in
construction buts that what we have so far.
[View Quote]"Wolvie" <michaeljorencia at earthlink.net> wrote in message
news:4489f17d$1 at server1.Activeworlds.com...
> Any more info on midi commands please? Explanations of effects, range of
> numbers for each flag command, and how do I access the percussion
> instruments?
> "RoadKill" <roadkillian at gmail.com> wrote in message
> news:4486935c at server1.Activeworlds.com...
> (http://en.wikipedia.org/wiki/Image:NoteNamesFrequenciesAndMidiNumbers.svg).
>
>
|
Jun 10, 2006, 10:00am
[View Quote]"Wolvie" <michaeljorencia at earthlink.net> wrote in message news:4489f17d$1 at server1.Activeworlds.com...
> Any more info on midi commands please? Explanations of effects, range of
> numbers for each flag command, and how do I access the percussion instruments?
|
- reset : resets and stops the midi note player
- drumkit : percussion; drums, cymbals, snares etc. Notes 35 to 82? Does not need instr nor time
- instr= : General MIDI instrument. 1 (default) to 128
- note= : pitch. 0 (default) to 127, the middle C is 60
- vol= : volume. 0 to 100 (highest, default)
- time= : how long the note is played. 0 to 10000 (10 seconds), default 2000
- global : heard by all users who see the player object
- omni : the note plays alone, stops other notes of the same instrument
- reverb= : echo effect, on or off
- chorus= : multisound effect, on or off. (I can't really tell this apart from reverb though...)
- mod= : modulation; vibrating effect, on or off.
--
Mauz
http://mauz.info
Jun 10, 2006, 3:30pm
Thank you Mauz, exactly what I was looking for.
*Votes for Mauz to write the AW userguide*
[View Quote]"Mauz" <mauz at my.activeworlds.com> wrote in message
news:448ab451 at server1.Activeworlds.com...
> "Wolvie" <michaeljorencia at earthlink.net> wrote in message
news:4489f17d$1 at server1.Activeworlds.com...
instruments?
>
> - reset : resets and stops the midi note player
> - drumkit : percussion; drums, cymbals, snares etc. Notes 35 to 82? Does
not need instr nor time
> - instr= : General MIDI instrument. 1 (default) to 128
> - note= : pitch. 0 (default) to 127, the middle C is 60
> - vol= : volume. 0 to 100 (highest, default)
> - time= : how long the note is played. 0 to 10000 (10 seconds), default
2000
> - global : heard by all users who see the player object
> - omni : the note plays alone, stops other notes of the same instrument
> - reverb= : echo effect, on or off
> - chorus= : multisound effect, on or off. (I can't really tell this apart
from reverb though...)
> - mod= : modulation; vibrating effect, on or off.
>
> --
> Mauz
> http://mauz.info
>
>
|
Jun 10, 2006, 3:39pm
[View Quote]"Wolvie" <michaeljorencia at earthlink.net> wrote in message news:448b01a2$1 at server1.Activeworlds.com...
> Thank you Mauz, exactly what I was looking for.
>
> *Votes for Mauz to write the AW userguide*
|
:p They already had comprehensive Midi Note Player documentation during beta,
the usual help page style, guess they'll put it up on the website at some point.
--
Mauz
http://mauz.info
|