From e046da440f8d240fa7f1853f595bc8766fd5c72a Mon Sep 17 00:00:00 2001 From: sp2xdev <127630192+sp2xdev@users.noreply.github.com> Date: Wed, 15 Jan 2025 22:13:41 -0800 Subject: [PATCH] Updated MIDI Input (markdown) --- MIDI-Input.md | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/MIDI-Input.md b/MIDI-Input.md index 5c10428..c8567ba 100644 --- a/MIDI-Input.md +++ b/MIDI-Input.md @@ -85,5 +85,11 @@ There are three algorithms: By default, spice will use `v2` for most games (guitarfreaks included). For drummania and FutureTomTom, `v2_drum` will be used. If you want to override this, change the `MIDI Note Input Algorithm (-midialgo)` in `Advanced` tab. -v2 and v2_drum algorithms will hold every MIDI note for 20ms. This is intended to be just long enough for the slowest-polling game (looking at you, drummania which polls at 60Hz) to pick up every input without dropping. **You should not need to do this**, but it is possible to change this duration with `MIDI Note Min. Sustain (-midisustain)` option. For reference, 1/16th note at 200bpm is 75ms. +### MIDI sustain duration + +v2 and v2_drum algorithms will hold every MIDI note for 20ms. This is intended to be just long enough for the slowest-polling game (looking at you, drummania which polls at 60Hz) to pick up every input without dropping. **You should not need to do this**, but it is possible to change this duration with `MIDI Note Min. Sustain (-midisustain)` option. + +If this value is smaller than the poll period (for 60Hz poll rate game, if this is set to 16ms or less) then some input may straight up ignored by the game engine, because your input went ON and then OFF between the polls. If this value is too high, then multiple presses may coalesce (merge) into one long input, which means the game will pick up your first press but treat the rest as a *hold*. + +For reference, 1/16th note at 200bpm is 75ms.