221227
As the title implies, I've been wrestling with Reaper over getting MSGS to work, and while I've made progress there's still a few small things making everything mysterious and annoying, and most importantly, it's unable to be worked with.
I will say before people bring it up: I watched Defense Mechanism's video tutorial on doing MSGS in Reaper, and I will give credit to it in that it did provide me with a functioning template and it was useful in the sense of providing helpful guides for optimizing things when working with MSGS in Reaper.
Unfortunately, the video did not really cover in depth the two concepts I was most interested in:
1) How to take a new blank Reaper environment and get it to a state where the MSGS soundbank is hooked up to the midi tracks and can be composed in like one would with VSTs.
2) How to take a valid MSGS midi file someone else gives you and import the channels in properly so that you can both play and edit the imported midi and export it with your changes.
I'm most interested in the latter for the sake of being able to pass a basic midi back and forth with someone so that the difference in DAWs is negligible when collabing with someone. I will say that some facets of these were easier to figure out than I initially thought, and I'm at the point where I can play midi's with MSGS in the DAW, and edit, kinda, but not perfectly. I'll outline what I've done and where it's landed me.
First, I imported a midi file, expanding all the tracks, and made the tracks children of a parent track which routes all of the channels out to MSGS. This lets me hear all the instruments correctly on playback. I added to that by putting the ReaControlMIDI plugin on the tracks (mainly done for the sake of mimicking DefMech's template midi).
Where I am stuck now is being able to place notes in the right instrument. When I am in one track it plays a particular instrument, but when I switch to a new track's midi item to edit MIDI it'll keep using that old instrument regardless of what the current instrument on that track/MIDI item is. It is entirely unclear as to whether changing a Bank/Program Select event or a Control Change event or if it matters if GM.reabank is set in both the plugin and the track event somewhere, or ANY combination of those things, leads to me being able to draw notes with a new instruments.
I am aware that the way a MIDI file is encoded on the byte level precludes it to there being the ability to draw notes of any instrument kind on the same midi item (perhaps save for percussion). But it almost feels like I just have to juggle the controls and the play button a few times to get my selected instrument to maybe change, and then it's stuck on the next one. But for some reason, despite me doing everything I visibly can to replicate it's setup, DefMech's template MIDI seems to be configured such that the midi tracks behave like you'd expect, and every time you switch to a different track it changes what instrument you're drawing with.
On top of all of this, I have no idea how to access the percussion channel. I imported a percussion track. It plays percussion notes when I play the song. The track is mapped to track 10. Or the notes. Or both! But no matter what I do in the soundbank or channel settings, I can't get the letters on the piano roll to show up in percussion view, much less get myself to be able to draw percussion notes on the percussion channel. I can have the written and visible instrument/channel settings be completely unchanged and I select a percussion note to verify the sound and then draw my own right next to it, and I draw a guitar note on the track instead.
Now, I can at least copy and paste the percussion notes, drag and change their length/"pitch" to make percussion, but that is a grossly inefficient method to do anything, and it still doesn't solve the issue of barely being able to get onto the right instrument for adding to the other channels, or heaven forbid adding new channels with samples that haven't been added yet without 10 minutes of trial and error soundbank changing.
At this point I've expended nearly all of my mental resources trying to solve this black magic, and I can't be wasting too much time on it with how many songs I need to take time to actually make this month rather than losing a ton of time to bug-fixing things that other people have 0 issues with from what I can tell.
So yeah! That's the battle I've been facing for technically at least 3 years but haven't bothered facing head-on until now. Hopefully please someone here knows something about how to answer some of these prying questions of mine, at least about how to get to a state of "this track is this instrument".
(It'd also be nice if someone remembers where the setting to edit the max pitch bend limit is, I imported a MIDI with 12 pitch bend range on and now my playback is forcing it down to a 2-semitone bending max. I know how to fix that in C700 for SNES since it's a part of the plugin settings, but I have no idea where the setting would be for MSGS.)
Please someone liberate me from this purgatory of broken midis
I will say before people bring it up: I watched Defense Mechanism's video tutorial on doing MSGS in Reaper, and I will give credit to it in that it did provide me with a functioning template and it was useful in the sense of providing helpful guides for optimizing things when working with MSGS in Reaper.
Unfortunately, the video did not really cover in depth the two concepts I was most interested in:
1) How to take a new blank Reaper environment and get it to a state where the MSGS soundbank is hooked up to the midi tracks and can be composed in like one would with VSTs.
2) How to take a valid MSGS midi file someone else gives you and import the channels in properly so that you can both play and edit the imported midi and export it with your changes.
I'm most interested in the latter for the sake of being able to pass a basic midi back and forth with someone so that the difference in DAWs is negligible when collabing with someone. I will say that some facets of these were easier to figure out than I initially thought, and I'm at the point where I can play midi's with MSGS in the DAW, and edit, kinda, but not perfectly. I'll outline what I've done and where it's landed me.
First, I imported a midi file, expanding all the tracks, and made the tracks children of a parent track which routes all of the channels out to MSGS. This lets me hear all the instruments correctly on playback. I added to that by putting the ReaControlMIDI plugin on the tracks (mainly done for the sake of mimicking DefMech's template midi).
Where I am stuck now is being able to place notes in the right instrument. When I am in one track it plays a particular instrument, but when I switch to a new track's midi item to edit MIDI it'll keep using that old instrument regardless of what the current instrument on that track/MIDI item is. It is entirely unclear as to whether changing a Bank/Program Select event or a Control Change event or if it matters if GM.reabank is set in both the plugin and the track event somewhere, or ANY combination of those things, leads to me being able to draw notes with a new instruments.
I am aware that the way a MIDI file is encoded on the byte level precludes it to there being the ability to draw notes of any instrument kind on the same midi item (perhaps save for percussion). But it almost feels like I just have to juggle the controls and the play button a few times to get my selected instrument to maybe change, and then it's stuck on the next one. But for some reason, despite me doing everything I visibly can to replicate it's setup, DefMech's template MIDI seems to be configured such that the midi tracks behave like you'd expect, and every time you switch to a different track it changes what instrument you're drawing with.
On top of all of this, I have no idea how to access the percussion channel. I imported a percussion track. It plays percussion notes when I play the song. The track is mapped to track 10. Or the notes. Or both! But no matter what I do in the soundbank or channel settings, I can't get the letters on the piano roll to show up in percussion view, much less get myself to be able to draw percussion notes on the percussion channel. I can have the written and visible instrument/channel settings be completely unchanged and I select a percussion note to verify the sound and then draw my own right next to it, and I draw a guitar note on the track instead.
Now, I can at least copy and paste the percussion notes, drag and change their length/"pitch" to make percussion, but that is a grossly inefficient method to do anything, and it still doesn't solve the issue of barely being able to get onto the right instrument for adding to the other channels, or heaven forbid adding new channels with samples that haven't been added yet without 10 minutes of trial and error soundbank changing.
At this point I've expended nearly all of my mental resources trying to solve this black magic, and I can't be wasting too much time on it with how many songs I need to take time to actually make this month rather than losing a ton of time to bug-fixing things that other people have 0 issues with from what I can tell.
So yeah! That's the battle I've been facing for technically at least 3 years but haven't bothered facing head-on until now. Hopefully please someone here knows something about how to answer some of these prying questions of mine, at least about how to get to a state of "this track is this instrument".
(It'd also be nice if someone remembers where the setting to edit the max pitch bend limit is, I imported a MIDI with 12 pitch bend range on and now my playback is forcing it down to a 2-semitone bending max. I know how to fix that in C700 for SNES since it's a part of the plugin settings, but I have no idea where the setting would be for MSGS.)
Please someone liberate me from this purgatory of broken midis