it plays how it plays, and that's the listener's/user's choice. as a MIDI author, you relinquish control over that aspect of it. the actual track doesn't even exist until you play it back via your MIDI player of choice (same goes for tracker music). The reason you hear a lot of finished work get called "MIDIs" here is because it's not a mixed, mastered, finalized track. the notes and other info (vibrato, tremolo, portamento, etc) you lay down in a DAW are MIDI data that could absolutely be exported as a MIDI file, but it's just being used to trigger the synths, samplers, etc you're using there. it can be played back any number of ways, as mentioned above. a MIDI file is just the note data, parameter changes, etc. Very short version: MIDI is a standard for sending and receiving information to/from instruments, software, etc. most people use the standard microsoft wavetable synth and also compose for how it sounds, while others use software players that stand in for it (fluidsynth, tmiditiy++) and other still use hardware romplers (roland sound canvas, korg 05r/w, etc), and everybody will get a slightly different outcome. the downside is variance in how they play back. Most doom mappers still use midi because midi is fairly quick to compose for (we don't have to worry about finalizing/mastering/too much tinkering in general), is small in file size (it's just note/parameter data), and is supported by every source port. it also just sounds better for the filesize), along with a number of tracker music formats (MOD, XM, IT, S3M, etc), so you'd be fine. Most modern source ports support streamed audio at this point in a number of formats (WAV/MP3/OGG - OGG is a big recommend as it doesn't add junk data to the start/end of the file and can loop properly using metadata that points to the samples at which the loop starts/ends. Maybe that would cause problems on some ports if I were to publish the wad. I just render the track to an MP3 and load it with Slade3 and call it by name in MAPINFO. I'm even half convinced that the top composers don't fully understand it. I probably sound insane, but this is the way I have come to understand it I don't fully understand it and that probably shows in my explanation. Most MIDI programs like Sekaiju will do this automatically, but with certain modern DAWs nothing is stored until you add everything individually, and certain ones like Pro Tools won't even tell you what anything represents, so you would want to look up what numbers represent what instrument, and which numbers correspond with what parameter. and if using a modern DAW, rather than setting the pan and volume (etc) on the track, you need to "embed" the data into the MIDI clip itself, so that when you export it as MIDI, all the info gets stored in the file to play on anyone's system. And there are very strict polyphony limitations depending on what you're playing it back on.Ĭomposing for games like Doom or any game with MIDI playback need all the instructions beforehand in the form of a number that represents an action, usually between 0 and 127: the instrument, volume, pan, modulation, etc. You would use MIDI with a VSTI plugin the same way a Doom MIDI composer would, the only difference is that a MIDI composer for Doom will make sure that a few extra parameters are in place so that the game will essentially act as the DAW, and their computer's playback synth/soundfont program acts as the VSTI, playing the sound in real time, every time. The term "MIDI" has become confusing, especially because it's so widely used in modern music production, and all usages of the term are correct, though different in practice. When I finish something I call it a track. I use Reaper along with several VSTI's besides my guitar, bass and Yamaha keyboard. Somehow I need to get on the sa me page with you doo m mu sic pe ople.
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