Check FFXIV Playability Check FFXIV Playability

A file can look perfect in the editor and still lose notes in game. Check FFXIV Playability reads it by the rules of a bard performance, lists everything that would go wrong, and offers the repair that matches each kind of finding - without leaving the window.


What it is, and how to open it

It is a workbench rather than a report: every finding is clickable, the repairs that match what was found sit in the same window, and the list re-checks itself after every change you make. Like the channel fixer it is deterministic and works offline - the AI is optional.

💡 Find it in: Toolbar button Check FFXIV Playability or menu Tools → Check FFXIV Playability…. The button sits next to Fix X|V Channels and the drum split. The window is modeless, so the editor stays fully usable while it is open, and it belongs to one tab - switching documents closes it.

The Check FFXIV Playability window over the piano roll: the row of seven checks, the summary line, and the findings tree grouped by type

The workbench on a real arrangement - checks across the top, findings grouped below, the matching repairs offered underneath.


The in-game rules the checks encode

The checks are not generic MIDI hygiene. They follow how a bard performance actually behaves:


The checks

Every check is a checkbox in the row at the top of the window, and all of them start ticked. Run checks re-runs with the current selection, so a single aspect can be looked at in isolation. The headline case: untick Chords so that hundreds of deliberate chords stop burying the handful of stacked duplicates - the two are separate boxes precisely because they mean opposite things.

CheckboxGroup in the listWhat it finds, and why it matters
Chords Simultaneous notes Two or more different pitches starting on the same tick on one performer. The game rolls them as a fast arpeggio instead of a chord. Often a deliberate arranging decision, which is why it has its own switch. On guitar tracks only same-channel groups count.
Stacked notes Stacked duplicates The same pitch starting twice on the same tick - the classic hand-arranging slip. The copies sit exactly on top of each other in the editor, so they are easy to overlook; the game plays the note once and the duplicate is wasted.
Range Notes outside C3-C6 Notes below C3 or above C6 (MIDI 48-84), outside the bard's playable range.
Track names Track names Names matching no FFXIV instrument. Since the name is what selects the instrument in game, this is the naming check that matters. Octave suffixes such as +1 are ignored, and only tracks that actually contain notes are checked - a silent track occupies no performer, so its name is irrelevant.
Channels Channel spread - editor playback only An instrument-named track (guitars excepted) whose notes sit on several channels. In game the track name still decides; in the editor's SoundFont preview those notes play as different instruments. The channel fixer is the repair.
Empty tracks Empty instrument tracks Tracks named like an instrument but holding no notes. Informational - usually a leftover from experimenting that still occupies one of the eight performer slots.
Voice limit Voice limit · Note-rate hotspots The raw voice peak against the 16-voice ceiling together with the number of overflow ranges, plus per-channel passages above 14 notes per second. See the FFXIV Voice Limiter for what those ceilings mean and Auto-Fit Voice Load for the repair.

Reading the list

The line above the tree counts what was found - findings, notes checked, tracks checked - or reports that the file is playable when the selected checks turn up nothing. Below it the findings are grouped by type, worst first, each group with its own count. Groups of more than twenty findings start collapsed so a broken file does not open as a wall of text; Expand all and Collapse all in the right-click menu switch that at any time.

A complete pass: run the checks, click a finding to select its notes and move the cursor, double-click to show only that track, then select the stacked duplicates and delete them in one step.


Repairing from the window

The buttons at the bottom offer only the repairs that match what was actually found, so the row stays a set of tools rather than a console of dead buttons:

ButtonAppears whenWhat it does
Delete colliding notes Simultaneous notes or stacked duplicates were found Removes the surplus notes of every collision in one undo step. A chord keeps its highest note, a duplicate keeps one copy - the louder one.
Channel Fixer Channel-spread findings exist Runs Fix X|V Channels to re-sync the channels and programs of the tracks it recognises as FFXIV instruments. A rejected track name is not repaired for you - the fixer works from the names it recognises and cannot invent one, so rename the track to an FFXIV instrument name yourself; the finding then disappears on the next check.
Auto-Fit… Voice-limit or note-rate findings exist Opens Auto-Fit Voice Load to thin the overloaded passages.

The delete button follows your selection in the tree. With nothing selected it reads Delete colliding notes and treats every collision in the file. Select findings - individually, as a Ctrl or Shift range, or by clicking a group row - and it becomes Delete selected (N notes) and removes exactly those surplus notes. That is how the stacked duplicates get cleaned out while the chords stay untouched. A selection that contains no collisions at all, say a handful of out-of-range notes, leaves the button disabled and reading Delete selected (nothing to delete) instead of quietly doing nothing.

The same two actions - Select these notes in editor and Delete surplus notes of selected, with its own count - also sit in the tree's right-click menu, next to expand and collapse.

The findings tree with the Stacked duplicates group selected and the button reading Delete selected with the note count

Select a whole group - here the stacked duplicates - and the delete button scopes itself to exactly those notes.

Whatever you do, the window stays open and re-checks after every change - your own edits included - so a repair's effect shows up immediately as findings disappearing from the list. Each delete is a single undo step, so Ctrl+Z brings the notes back and the list follows.


Analyze with MidiPilot

When MidiPilot has an AI provider set up, Analyze with MidiPilot sends the findings to the AI and shows its answer in a pane inside the window: a short, prioritized verdict on what must be fixed before playing in game, what is cosmetic, and in which order to work through it, with the matching tools named. The request goes through the normal chat, so the panel opens alongside and keeps the conversation. Without a configured provider the button is simply not there.

The workbench after Analyze with MidiPilot: the AI assessment shown in the pane between the findings tree and the button row

After Analyze with MidiPilot the assessment appears right in the window, prioritised and tied to the findings above it.


The same check as an AI tool

With FFXIV mode enabled, MidiPilot and any connected MCP client can run the same engine through the validate_ffxiv tool, so an arrangement built by the AI is held to the same standard as one built by hand. The tool reports the four in-game rules - notes starting on the same tick, stacked duplicates, range and track names - and it tells stacked duplicates from chords rather than lumping them together. Every finding comes with its tick, so the agent can navigate to a problem instead of describing it vaguely, and when a track name is rejected the answer quotes the legal instrument spellings, which is what turns "that name is wrong" into a fix.

The editor-only checks stay in the window: channel spread, empty tracks and the voice-limit figures are about the editor and about arranging comfort, not about whether the game can play the file, so they never flip the tool's verdict. The AI reaches the voice figures through analyze_voice_load instead - see the Voice Limiter's AI tools.