I'm trying to convert MIDI ticks/delta time to milliseconds and have found a few helpful resources already:
The problem is I don't think I'm using this information correctly. I've tried applying the formula Nik expanded:
[ 1 min 60 sec 1 beat Z clocks ]
| ------- * ------ * -------- * -------- | = seconds
[ X beats 1 min Y clocks 1 ]
using the metadata from this test MIDI file:
<meta message set_tempo tempo=576923 time=0>
<meta message key_signature key='Ab' time=0>
<meta message time_signature numerator=4 denominator=4 clocks_per_click=24 notated_32nd_notes_per_beat=8 time=0>
Like so:
self.toSeconds = 60.0 * self.t[0][2].clocks_per_click / (self.t[0][0].tempo * self.t[0][2].denominator) * 10
This initially looks ok, but then it seems to drift. Here is a basic runnable example using Mido and pygame (assuming pygame plays back correctly):
import threading
import pygame
from pygame.locals import *
from mido import MidiFile,MetaMessage
music_file = "Bee_Gees_-_Stayin_Alive-Voice.mid"
#audio setup
freq = 44100 # audio CD quality
bitsize = -16 # unsigned 16 bit
channels = 2 # 1 is mono, 2 is stereo
buffer = 1024 # number of samples
pygame.mixer.init(freq, bitsize, channels, buffer)
pygame.mixer.music.set_volume(0.8)
class MIDIPlayer(threading.Thread):
def __init__(self,music_file):
try:
#MIDI parsing
self.mid = MidiFile(music_file)
self.t = self.mid.tracks
for i, track in enumerate(self.mid.tracks):
print('Track {}: {}'.format(i, track.name))
for message in track:
if isinstance(message, MetaMessage):
if message.type == 'time_signature' or message.type == 'set_tempo' or message.type == 'key_signature':
print message
self.t0 = self.t[0][3:len(self.t[0])-1]
self.t0l = len(self.t0)
self.toSeconds = 60.0 * self.t[0][2].clocks_per_click / (self.t[0][0].tempo * self.t[0][2].denominator) * 10
print "self.toSeconds",self.toSeconds
#timing setup
self.event_id = 0
self.now = pygame.time.get_ticks()
self.play_music(music_file)
except KeyboardInterrupt:
pygame.mixer.music.fadeout(1000)
pygame.mixer.music.stop()
raise SystemExit
def play_music(self,music_file):
clock = pygame.time.Clock()
try:
pygame.mixer.music.load(music_file)
print "Music file %s loaded!" % music_file
except pygame.error:
print "File %s not found! (%s)" % (music_file, pygame.get_error())
return
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
# check if playback has finished
millis = pygame.time.get_ticks()
deltaMillis = self.t0[self.event_id].time * self.toSeconds * 1000
# print millis,deltaMillis
if millis - self.now >= deltaMillis:
print self.t0[self.event_id].text
self.event_id = (self.event_id + 1) % self.t0l
self.now = millis
clock.tick(30)
MIDIPlayer(music_file)
What the above code should do is print the correct lyric at the correct time based on the midi file, yet it drifts over time.
What's the correct way of converting MIDI delta time to seconds/milliseconds ?
Update
Based on CL's helpful answer I've updated the code to use ticks_per_beat from the header. Since there is a single set_tempo
meta message, I am using this value throughout:
import threading
import pygame
from pygame.locals import *
from mido import MidiFile,MetaMessage
music_file = "Bee_Gees_-_Stayin_Alive-Voice.mid"
#audio setup
freq = 44100 # audio CD quality
bitsize = -16 # unsigned 16 bit
channels = 2 # 1 is mono, 2 is stereo
buffer = 1024 # number of samples
pygame.mixer.init(freq, bitsize, channels, buffer)
pygame.mixer.music.set_volume(0.8)
class MIDIPlayer(threading.Thread):
def __init__(self,music_file):
try:
#MIDI parsing
self.mid = MidiFile(music_file)
self.t = self.mid.tracks
for i, track in enumerate(self.mid.tracks):
print('Track {}: {}'.format(i, track.name))
for message in track:
# print message
if isinstance(message, MetaMessage):
if message.type == 'time_signature' or message.type == 'set_tempo' or message.type == 'key_signature' or message.type == 'ticks_per_beat':
print message
self.t0 = self.t[0][3:len(self.t[0])-1]
self.t0l = len(self.t0)
self.toSeconds = 60.0 * self.t[0][2].clocks_per_click / (self.t[0][0].tempo * self.t[0][2].denominator) * 10
print "self.toSeconds",self.toSeconds
# append delta delays in milliseconds
self.delays = []
tempo = self.t[0][0].tempo
ticks_per_beat = self.mid.ticks_per_beat
last_event_ticks = 0
microseconds = 0
for event in self.t0:
delta_ticks = event.time - last_event_ticks
last_event_ticks = event.time
delta_microseconds = tempo * delta_ticks / ticks_per_beat
microseconds += delta_microseconds
print event.text,microseconds/1000000.0
self.delays.append(microseconds/1000)
#timing setup
self.event_id = 0
self.now = pygame.time.get_ticks()
self.play_music(music_file)
except KeyboardInterrupt:
pygame.mixer.music.fadeout(1000)
pygame.mixer.music.stop()
raise SystemExit
def play_music(self,music_file):
clock = pygame.time.Clock()
try:
pygame.mixer.music.load(music_file)
print "Music file %s loaded!" % music_file
except pygame.error:
print "File %s not found! (%s)" % (music_file, pygame.get_error())
return
pygame.mixer.music.play()
while pygame.mixer.music.get_busy():
# check if playback has finished
millis = pygame.time.get_ticks()
# deltaMillis = self.t0[self.event_id].time * self.toSeconds * 1000
deltaMillis = self.delays[self.event_id]
# print millis,deltaMillis
if millis - self.now >= deltaMillis:
print self.t0[self.event_id].text
self.event_id = (self.event_id + 1) % self.t0l
self.now = millis
clock.tick(30)
MIDIPlayer(music_file)
The timing of the messages I print based on the time converted to milliseconds looks much better. However, after a few seconds it still drifts.
Am I correctly converting MIDI ticks to milliseconds and keep track of passed milliseconds in the update while loop ?
This how the conversion is made: self.delays = []
tempo = self.t[0][0].tempo
ticks_per_beat = self.mid.ticks_per_beat
last_event_ticks = 0
microseconds = 0
for event in self.t0:
delta_ticks = event.time - last_event_ticks
last_event_ticks = event.time
delta_microseconds = tempo * delta_ticks / ticks_per_beat
microseconds += delta_microseconds
print event.text,microseconds/1000000.0
self.delays.append(microseconds/1000)
and this is how the check if a 'cue' was encountered as time passes:
millis = pygame.time.get_ticks()
deltaMillis = self.delays[self.event_id]
if millis - self.now >= deltaMillis:
print self.t0[self.event_id].text
self.event_id = (self.event_id + 1) % self.t0l
self.now = millis
clock.tick(30)
I'm not sure if this implementation converts MIDI delta ticks to milliseconds incorrectly, incorrectly check if millisecond based delays pass or both.
First, you have to merge all tracks, to ensure that the tempo change events are processed properly. (This is probably easier if you convert delta times to absolute tick values first; otherwise, you'd have to recompute the delta times whenever an event is inserted between events of another track.)
Then you have to compute, for each event, the relative time to the last event, like in the following pseudocode. It is important that the computation must use relative times because the tempo could have changed at any time:
tempo = 500000 # default: 120 BPM
ticks_per_beat = ... # from the file header
last_event_ticks = 0
microseconds = 0
for each event:
delta_ticks = event.ticks - last_event_ticks
last_event_ticks = event.ticks
delta_microseconds = tempo * delta_ticks / ticks_per_beat
microseconds += delta_microseconds
if event is a tempo event:
tempo = event.new_tempo
# ... handle event ...
You might want to increase the frame rate. On my system, increasing clock.tick(30)
to clock.tick(300)
gives good results. You can measure this by printing how much your timing is off:
print self.t0[self.event_id].text, millis - self.now - deltaMillis
With 30 ticks the cues are lagging 20 to 30 millisecond behind. With 300 ticks they are at most 2 milliseconds behind. You might want to increase this even further.
Just to be safe you should run python with the -u
switch to prevent stdout
from buffering (this might be unnecessary, since lines end with newline).
I have a hard time determining the timing, but judging from the "Ah ha ha ha"'s it seems to be correct with these changes.
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