Comments (1)
I never thought of how it worked with the built one. You can think of is as complementary, this was created as a class project and I decided to just give it to the mass.
You are able to load MIDI files and be able to play and use their data as well as transmit/receive MIDI device data . I do not want to judge they basically are the same in terms of receiving MIDI device data . All mine is just to provide full MIDI capability to the user rather than have limitations (although their are some ex. documentation, certain blueprint functionality, etc).
This may be repeat but my Idea was to allow a game engine more power by giving more options to people rather than to just game developers and allow anyone to use/modify the code free of charge.
You don't have to disable the EPIC version since it doesn't conflict with plugin. It just the user to decide which preference on how they want to receive MIDI device data.
Note: the only reason it was called "procedural" MIDI was because I thought Epic didn't want generic names so I tossed in simple sin wave function and called it "Procedural". funny aha
I apologize if I went to heart out on this.
from midi-unreal.
Related Issues (20)
- Mac/IOS Users Readme HOT 1
- Join in on the Development
- Speed of 1.0 plays MIDI file too fast HOT 1
- Android Build issue with ver2.51 - UE4 4.17.2 HOT 1
- Mac/IOS unavailable due to UE4 (4.21) engine compiler bug HOT 1
- Midi component disappears on engine relauch
- Linux rebuild issue
- In C++ example code FBufferReader is not a istream HOT 2
- 4.23 Compatible?
- Compatibility with low-latency drivers (WASAPI / ASIO)? HOT 2
- License clarification HOT 1
- Midi files should have a right click->Reimport option
- Allow midi playback in reverse
- Make the event time (On Tick and Off Tick) available in Break MidiEvent
- Expose the current playback time of a midi processor (without having to wait for the next midi event)
- MIDI variables disappear after restart HOT 1
- Marketplace version is no longer available?
- Any timeline for updating this for UE 5? HOT 1
- Using midi to trigger events for non-real-time capture HOT 8
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from midi-unreal.