it shouldnt be considering its been over an hour+ since upload. The checks say there are no restrictions, and its public. My brain is exhausted tonite from trying to figure it out lol
/ ! \ WARNING - NEUROTIC MUSIC COMMENT / ! \ i think what you are doing most correctly with these remixes is finding a good, convincingly equivalent sound. the tones match up with the source tune & gives much the same impression as the original. not surprising given that both games are just a different set of MIDI synths, but it takes understanding & some attention to detail to not go too far beyond & create unfamiliar/incorrect sounds, which would break the balance & betray the impression that the song from ff7 is being played on original n64 hardware w/ oot's sound bank. unfortunately, despite my appreciation i am still a total purist; i am too obsessive & notice that this isn't the same method of reproducing sound as original hardware. my brain gets filled with worries about whether you're exceeding the limits of the original n64 hardware (i assume in most cases you are not). speaking from the other half of the equation (ff7 composition as opposed to oot synth reproduction), so far (in my limited perusal of your channel) i haven't been too offended that you have altered any of the original melodies outside of the change made to cosmo canyon at 1:09. hearing the same/similar melodic phrase repeated twice totally wasted the buildup to the epic pitch bent section & destroyed the flow of the music. i'd really have otherwise appreciated if you split my ears correctly using the original, accurate frequency. if i try to hear it in my head it sounds "correct"; i can't even imagine what it sounds like with the compositional hot glue bogging down the melody as other people have commented - i'm very interested in getting this music into actual oot running on original hardware. if there's a way for you to compile these FF7 MIDIs as USF (n64 internal sound files), all that would be left to do is map the instruments correctly. the OoT randomizer community has the secrets - you might want to ask around on their discord i hope you can forgive my hair splitticism & lengthy comment.
So I just read this, and I was actually thinking this on my drive home from work, and I was wondering if the engine in Zelda Ocarina of time has a mini player coded in to where the songs are mapped out and the instruments are played over the mapped out notes. The idea of what I do with all of these songs is to yes, use the sound font, but at the same time, try to layer instruments and add a producer's touch to create similarities with the original, meaning there could be dozens more tracks than what the Nintendo 64 hardware might be able to handle I don't know. With this PC port of legend of Zelda, Ocarina of time being available, I'm wondering if somebody could program the music similar to how it's done in the PC port of Final Fantasy 7. I've already used ogg vorbis with programmed time stamps to inject into the game, and it's a lot of fun playing with my own work. But I wholeheartedly believe the only way to play my renditions of the songs would be to use the PC port and program it or code it to be able to run this type of music file