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Implement loop points within MIDI files #25

@nmlgc

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@nmlgc

The game simply restarts a MIDI file from the beginning once it finished playing. That's also why the original MIDI files are rather large: They simply copy-pasted the loop section a couple of times to hide this nonexistent feature.

  • Implement any or all of the common MIDI loop point conventions:
    • CC 2/4 (TH06-TH09)
    • CC 111 V=0/1 (RPG Maker)
    • CC 116/117 (XMI / EMIDI)
    • loopStart / loopEnd track markers (FF7 PC, HMI)
  • Define loop points for the original MIDI files

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    BGMEnhancementNew feature or requestModding~≤0.33 pushesProjected number of pushes needed. Might turn out to get more expensive!

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