• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
  • comments
  • views

hacking MIDI...

Sign in to follow this  
Followers 0


well, I was basically left considering something:
I want a new mixer with new functionality;
I am kind of lazy, and have ended up starting building the mixer on top of my preexisting MIDI synthesizer;

(note: just because it is MIDI doesn't necessarily mean this really has much to do with music, vs say, using it as a command-language for controlling a game mixer...).

all this then leads to a seeming "solution" of sorts:
hacking MIDI in some nasty ways, basically to allow more functionality (basically, by hacking said functionality directly into the MIDI command-stream).

types of functionality being added:
support for loading arbitrary samples / patches (basically, the ability to pass the synth either a patch name, or raw sample data);
support for a larger max number of channels (probably setting a limit somewhere between 1024 and 16384, vs the original 16);
support for 3D spatial positioning;

I debated the specifics for a little while, but settled mostly on using the 0xFD byte mostly as an escape-code for new wider command-space (still nicer IMO).

For example, older style events:
0x80|,, NoteOff
0x90|,, NoteOn
0xA0|,, NoteAftertouch
0xB0|,, ControllerChange
0xC0|, ProgramChange
0xD0|, ChannelAftertouch
0xE0|, PitchBlend

Vs newer wider events:
0xFD,0x08,,, NoteOff
0xFD,0x09,,, NoteOn
0xFD,0x0A,,, NoteAftertouch
0xFD,0x0B,,, ControllerChange
0xFD,0x0C,, ProgramChange
0xFD,0x0D,, ChannelAftertouch
0xFD,0x0E,, PitchBlend

where an SV is a signed variable-length integer value (1 or more bytes).

as well as adding things like vector-based ControllerChange events:
Int Vector ControllerChange
Float Vector ControllerChange

and, other commands like:
0xFD,0x01,, Load Patch / Sample (VFS path).


yes, it is ugly, but probably still cleaner than basically hacking in extensions via a pile of ControllerChange events (and the occasional SysEx).

note that there is little particular need for interop in this case (since this data will unlikely leave the program), and I had partly considered throwing out MIDI up-front, but mostly didn't really want to have to deal with the hassle of providing a "this is not MIDI" flag for parts of the pipeline already set up to assume MIDI, seemed easier mostly to just hack it.

similarly, this hacked form assumes the ability to send full 8-bit data.

now, whether or not there is a whole lot of a point is debatable...

or such...

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now