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Description
This MIDI produces the following output when converted to mus with the Windows build of seq64 2.3.2:
; Nintendo 64 Music Macro Language (Audioseq) (.mus) sequence: test
; Converted by SEQ64 V2.3.2 [https://github.com/sauraen/seq64]
; Sequence Header
_start:
mutebhv 32
mutescale 50
initchan 0x0002
start:
startchan 1, start_chn1
svol 88
delay 48
jump start
disablechan 0x0002
end
; Section total ticks: 48
; Channel Headers
; tsec0
start_chn1:
shortoff
startlayer 0, start_chn1_ly0
chorus 0, 0
delay 48
end
; Section total ticks: 48
; Note Layers
start_chn1_ly0:
ltp 0
notedvg 39, 48, 80, 5
end
; Section total ticks: 48(Arguments used: --in=test1.mid --out=test1.s --game=zelda --dialect=community-music)
However, the output when converted with the Linux build has the following difference:
@@ -23,7 +23,6 @@
start_chn1:
shortoff
startlayer 0, start_chn1_ly0
- chorus 0, 0
delay 48
end
; Section total ticks: 48Additionally, this similar MIDI causes the Windows build of seq64 to crash, but only when run in Wine — the Linux build processes it fine. I'm not sure if you care about a Wine-specific crash, but I decided to mention it in case it might be at least be a clue when debugging.
The reason this was noticed, incidentally, is because the extra chorus events generated by the Windows version seem to break OoT somehow? Some of the music in our mod ends up completely broken when the composer using Windows regenerates the sequences, but it's fine when I build them on Linux — and as far as I can tell, the chorus events are the only difference between them. I can open a separate issue about chorus events breaking OoT if you'd like, especially if the fix for this one results in both Windows and Linux generating chorus events (thereby creating corrupted sequences for the game on both platforms).