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@CustomPhase
Last active May 3, 2024 13:04
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MidiReader.cs
using UnityEngine;
using System.Collections;
using NAudio.Midi;
using System.IO;
using System.Linq;
public class MidiReader : MonoBehaviour {
public MidiFile midi;
public float ticks;
public float offset;
// Use this for initialization
void Start () {
//Loading midi file "mainSong.bytes" from resources folder
//Its a midi file, extension has been changed to .bytes manually
TextAsset asset = Resources.Load("mainSong") as TextAsset;
Stream s = new MemoryStream(asset.bytes);
//Read the file
midi = new MidiFile(s, true);
//Ticks needed for timing calculations
ticks = midi.DeltaTicksPerQuarterNote;
}
public void StartPlayback()
{
//9 is the number of the track we are reading notes from
//you'll have to experiment with that, i cant remember why i chose 9 here
foreach (MidiEvent note in midi.Events[9])
{
//If its the start of the note event
if (note.CommandCode == MidiCommandCode.NoteOn)
{
//Cast to note event and process it
NoteOnEvent noe = (NoteOnEvent)note;
NoteEvent(noe);
}
}
}
public void NoteEvent(NoteOnEvent noe)
{
//The bpm(tempo) of the track
float bpm = 150;
//Time until the start of the note in seconds
float time = (60 * noe.AbsoluteTime) / (bpm * ticks);
//The number (key) of the note. Heres a useful chart of number-to-note translation:
//http://www.electronics.dit.ie/staff/tscarff/Music_technology/midi/midi_note_numbers_for_octaves.htm
int noteNumber = noe.NoteNumber;
//Start coroutine for each note at the start of the playback
//Really awful way to do stuff, but its simple
StartCoroutine(CreateAction(time, noteNumber, noe.NoteLength));
}
IEnumerator CreateAction(float t, int noteNumber, float length)
{
//Wait for the start of the note
yield return new WaitForSeconds(t);
//The note is about to play, do your stuff here
Debug.Log("Playing note: "+noteNumber);
}
}
@StephanSchue
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Hey CustomPhase,
can you provide the NAudio.dll file for this.
Thanks a lot!

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