They can be found in the synthesizers\windows ce wavetable folder if you download my midi file archive at http://grossgang.com/midi%20files.7z
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They can be found in the synthesizers\windows ce wavetable folder if you download my midi file archive at http://grossgang.com/midi%20files.7z
Also, I downloaded the archive, and in a lot of the folders I found remains of a web server, probably Apache called .htaccess with option:index. Where did this archive come from? It seems that it has accumulated over thousands of MIDI files and probably other file types that were recorded with other synthesisers, which have been organised by categories, even though I saw many duplicates and misspellings of famous works. I didn't see a Windows CE folder at all.
I hosted a midi archive on my server until 2015, and a lot of it was random midi files I found on the net.
I put it all into a 7z at the end of 2015.
The archive has a synthesizers folder, and inside that there is a windows ce wavetable folder.
could you rerecord the midi files? also record the title music from zelda wind waker on this?
Sure.
Lately my upload speeds have been very slow, so It might take a long time to upload.
Edit: The reason my speeds were so slow was because I had speed limits enabled in FileZilla, and the reason for enabling it was because I was downloading lots of files from a server, and that server couldn't handle many transfers at once. Here is the link to a 7z of all of the samples I recorded so far.
http://grossgang.com/windows%20ce%20midi%20samples.7z
They include the midis that I used for my original samples, and I also recorded the Zelda theme, as well as some of the music from Doom and some other midis.
At long last, I decoded the samples from wince_gm.
http://grossgang.com/wince_gm_decoded_samples.zip
thanks, still waiting for a complete soundfont. I've inlisted the help of the vogons comunity to see if they could help.
Thanks for the samples. So, which format were the samples encoded in?
if I had to guess, it was either microsoft's version of the ADPCM format (ADPCM was used by the Oky dacs found in arcade games) or the gsm6.1 codec, which is native to windows ce.
I'm not totally sure, but these samples have a very KORG flavor.
I found a python script to parse DLS files, and I was able to extract the loop point information, as well as a bunch of other useful info.
https://drive.google.com/file/d/1mGxwe9 … sp=sharing
Hey, this will definitely be useful.
The samples were encoded using the WMA ACM codec, specifically WMA V1, though they were in a RIFF container.
Update:
@musicalman has been reading up on the DLS specks, and he figured out how to convert the DLS parameters into soundfont parameters.
He also readded the loop points to the samples, and if needed, fixed some of the loops.
Armed with the raw samples with loops and a text file describing how to play each instrument, he started creating a soundfont with sf2comp, and so far things are sounding great!
At the time of this post, he has done the first 17 instruments. For the best results, we compare them to reference recordings of the original synth and make any necessary changes to get a close match.
We estimated if we work on this every day, we might have a public Beta in a little over a week.
If you wish to use a SoundFont file (SF2) in a DAW like Reaper, I definitely recommend BassMidi VSTi by Falcosoft, it's more accessible than anything including Sforzando.
Will this be available to be used with Sforzando or some other sound font player?
Yes. When finished, it will be a standard sf2 file you can use with any player, though I don't recommend Sforzando for SoundFonts. I've had bad experiences with it misinterpreting SoundFont parameters, causing things to sound quite bad.
For those who want an update on this project: 39 instruments have been converted. I've decided to go at a somewhat slower pace. One instrument takes 10-20 minutes to convert at full concentration. It is quite draining, tedious work. I recently made some scripts to perform the formulas for me automatically so that will save some time and energy, but still, 17 instruments a day isn't going to happen. I may do 5 instruments one day, and 20 the next, there's no way I can know. I'm not going to pressure myself with a release date. any developer knows that's a bad idea when working on a passion project.
Furthermore I will need to comb through and add sf2 modulators which will allow for an even more accurate conversion. I wasn't doing this at first; most players won't support them, in fact the only library I know which does is Fluidsynth, which is more a thing in the Linux world as far as I know. However some things on Windows do use it, such as the midi plug-in for VLC and Fluidsynth's own Windows binaries, and there are probably others I'm missing. Technically speaking, Fluidsynth's SoundFont implementation is the most complete of anything out there, so I want to honor that in my conversion. I estimate this will add a day or two to the conversion time.
So in conclusion, it will be released soon. But a week is pushing it. If you hear nothing by the end of the month though, assume something may have gone wrong
I'd love to have a Windows MIDI driver with Fluidsynth built-in. I knew it have the best SoundFont implementation, specially with modulators.
Hi,
For the past week, I have been working on my own soundfont of wince_gm non stop. I am happy to say that Beta 1 of this font is out.
http://grossgang.com/utilities/wince_gm.sf2
A fiew things to note:
I didn't Integrate LFOs or volume attenuation, so It won't sound exactly like the original. The decoded samples don't have any Annoying artifacts for the most part, so this soundfont actually sounds much better than the original.
Some of the loop points were causing notes to become out of tune so the problematic points had to be shortened by 1 sample. If something sounds out of tune, please let me know so I can fix any more problematic loop points.
Quite a good job so far, though there are a few inaccuracies left to iron out apart from the known ones. Some of the drums seem a bit off, for example the open Cuica is at the wrong pitch, and the long whistle is panned to the right when it should be on the left.
I couldn't figure out how the pitch modulation for some of the drums worked, so I made some compromises. The panning for the long whistle is a simple fix.
the sf so far is sounding like a remastered version of the original, which I heard all the time on my old braille note m-power
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