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DeadNote (C# Synth Modification) + Unity PSM

Discussion in 'PSM' started by fryedrycestyle, Jul 28, 2014.

  1. fryedrycestyle

    fryedrycestyle

    Joined:
    Jun 8, 2012
    Posts:
    19
    Hey guys,

    I'm trying to build a music game for Playstation Mobile ... it's a beat matching game that needs .MIDI files to read in the note data for what notes the player needs to hit.

    I googled some MIDI support stuff for Unity and came across DeadNote - a modification of the C# Soft Synth project. Link here: http://nicholasvesely.weebly.com/sip.html

    I've integrated it into the early stages of my project, and it works just fine in the editor for spawning my notes based upon a MIDI file.

    However, when I try to run it on Vita something goes awry, and my resulting List<>'s of Notes are null.

    The problem resides with this:
    Anyone have any tips on how I can circumvent this issue?

    The line where this happens reads as follows:

    Code (CSharp):
    1. string song = Application.dataPath + "/Resources/Songs/" + file;
    Thanks!
     
  2. eriQue

    eriQue

    Unity Technologies

    Joined:
    May 25, 2010
    Posts:
    595
    If you want to pack "raw" file assets into your application, you probably want to use the StreamingAssets folder.