Midi2lua Jun 2026

MIDI uses "ticks," while Lua often uses "seconds" or "frames." You will need to calculate the BPM (Beats Per Minute) to ensure your Lua triggers happen at the right speed. Conclusion

) into Lua-readable tables or executable scripts, enabling music automation in environments like ComputerCraft

for track in mid.tracks: track_notes = [] absolute_ticks = 0 open_notes = {} # (note, channel) -> (start_tick, velocity) midi2lua

Instead of treating your music as a static audio file, you get a data structure you can loop through in real-time. Your game doesn’t just "play" the music—it understands it.

The reference implementation in this report is fully functional and can be extended to include controllers, multiple tracks, and tempo changes. For production use, consider adding error handling, support for MIDI format 1, and optional compression of note tables. MIDI uses "ticks," while Lua often uses "seconds" or "frames

Midi2Lua: Bridging the Gap Between Musical Data and Scripting

: Mapping MIDI event types (Channel, Note, Velocity) into a structured Lua table for playback. Lua extension | Electra One Documentation The reference implementation in this report is fully

: One of the largest pure Lua libraries for reading and writing MIDI files, featuring a friendly API. It is available through both GitHub and LuaRocks, and is often used for generative composition and DAW scripting.

-- Check if the player presses "A" within 50ms of a Kick drum function onPlayerAction(inputTime) for _, note in ipairs(song.tracks[1].notes) do if note.pitch == 36 and math.abs(inputTime - note.time) < 0.05 then grantBonus("Rhythm Strike!") end end end

Are you looking to use for game development or for music production workflow automation?

The more complex sibling to a simple table conversion is generating an executable Lua script from a MIDI file. For instance, a tool might parse a MIDI file and output a script for playback in a game or application: