Is there any program that can check the BPM of a VGZ/VGM file?
VGZ/VGM BPM?
#2
Posted 05 October 2011 - 12:42 PM
As far as I know, there isn't.
But you can play with the BPM setting in vgm2mid until it fits. I really need to upload the most recent vgm2mid version. (I can't believe that I haven't updated it for more than one year.)
#3
Posted 05 October 2011 - 12:51 PM
There are some generic BPM detectors which work with any audio stream (wav, mp3, so even vgm/vgz in theory), but they usually do a poor job. I seem to remember there was even a Winamp plugin for this.
#4
Posted 05 October 2011 - 12:55 PM
VGM is a raw dump of register writes in time appropriate up to 44100 times per seconds, so it has no internal concept of bpm. You're stuck using the BPM detection tools, though would you have more luck if you have a VGM player that mutes everything except the rhythm channel?
#5
Posted 05 October 2011 - 02:00 PM
Your easiest bet might be to just listen to the file and use a tool like this one: http://www.all8.com/tools/bpm.htm
#6
Posted 05 October 2011 - 02:42 PM
I want to get into midi making, and I'm tried converting to a midi, but that just outputs a fast midi with a BPM of 140, All midis outputted from the VGM2MID I have has 140 BPM and sounds about twice as fast. Also, Valley, do you have a link to your VGM2MID? The one I have is rather old. Doesn't even have bpm option. I think it's just a GUI version of the old DOS VGM2MID.
This what I'm trying to do.
This what I've done so far. I already know I messed up some where.
http://dl.dropbox.co...inal%20area.mid
This what I'm trying to do.
This what I've done so far. I already know I messed up some where.
http://dl.dropbox.co...inal%20area.mid
This post has been edited by Azu: 05 October 2011 - 03:59 PM
#7
Posted 06 October 2011 - 12:21 AM
These guys beat me to part of what I was going to suggest. Using in_vgm, mute out everything but percussion, or at least something with a steady rhythm that's either full of gaps or very percussive. Render that to a wav file, and open it in Wavosaur. Select an even number of beats in the waveform (use some precision), preferably four or a binary number of beats, and go to Tools > BPM Calculator. I've found this method to be very accurate. Just use a little bit of care in your selection.
#8
Posted 06 October 2011 - 06:56 AM
Not working too well, still feels off.

Should I set it where it loops at? I'm using the "beep" noise that already in the music, sound I use the bass drum beat instead?

Should I set it where it loops at? I'm using the "beep" noise that already in the music, sound I use the bass drum beat instead?
This post has been edited by Azu: 06 October 2011 - 07:02 AM
#9
Posted 06 October 2011 - 11:29 AM
I'd use the "beep" noise because of its constant rhythm.
Here's my most recent version of vgm2mid. (my usual updates are in a thread on SMSPower.org, but that verision is 13 months old)
Here's my most recent version of vgm2mid. (my usual updates are in a thread on SMSPower.org, but that verision is 13 months old)
#10
Posted 06 October 2011 - 01:58 PM
It's amusing I recognised that tune just from the percussion track without even looking at the title bar of the screenshot. =P
But yes, use the beep, that's consistant enough to be a BPM counter.
But yes, use the beep, that's consistant enough to be a BPM counter.
#11
Posted 07 October 2011 - 12:39 AM
I think I know what I am doing wrong. I'm running the wav file along side the midi I'm making. Maybe it doesn't work like that?
#12
Posted 07 October 2011 - 12:52 AM
Is there anyway to get rid of these little notes?

I notice that some of converted VGM/VGZ doesn't have it.

I notice that some of converted VGM/VGZ doesn't have it.
#13
Posted 07 October 2011 - 04:35 PM
It happens because it does the "Note On" command before it sets the new note frequency. I've never seen that on the YM2612 before, but it's quite common on the PSG.
Although these small (zero-length) notes annoy me, too, I haven't found a good way to get rid of them.
You can only use a small workaround: set the "Pitchwheel Sensitivity" to 24 (or maybe even higher).
btw: BPM is circa 138 (the loop is most accurate with "Multiply 222 / 256" = 138.38 BPM), but the sound engine seems inaccurate.
Although these small (zero-length) notes annoy me, too, I haven't found a good way to get rid of them.
You can only use a small workaround: set the "Pitchwheel Sensitivity" to 24 (or maybe even higher).
btw: BPM is circa 138 (the loop is most accurate with "Multiply 222 / 256" = 138.38 BPM), but the sound engine seems inaccurate.
#14
Posted 07 October 2011 - 04:43 PM
For the record, Mega Bomberman uses the Westone sound driver, used in Monster World III and IV... so IDK what they were thinking; I could try to take a look at what's going on later.
This post has been edited by Andlabs: 07 October 2011 - 04:44 PM
#15
Posted 07 October 2011 - 05:43 PM
I remember seeing a pattern like that when I was trying to rip music from Mega Bomberman using GYM2MID years ago, actually, so it's not a VGM specific problem.

