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      /  Let's make TuneNet plugins!
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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 2-Dec-2007 3:11:37
#101 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

there must be a way to detect song ends in the bp soundmon plugin?
the tunes do have pos+pat+lenght data right?
it would be sweet if you could add that!

i haven't had a single hickup with this plugin yet! :D

hehe but i have listened to the same tune for.. 1 hour in a row,
due doing work in ppaint.. :)

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 2-Dec-2007 3:17:28
#102 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

here's the homepage of saasound (improved version which i used):
http://simonowen.com/sam/saasound/

and this is the guy responsible:
simon AT simonowen.com

maybe he has the answer?

Last edited by spotUP on 02-Dec-2007 at 03:21 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 2-Dec-2007 17:38:19
#103 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

salass00: if you found yourself utterly bored one day,
would you consider making this minor change to the tfmx plugin?
(as Olle seems to be gone..) (source available in post #1)

Could you make it filter out the .smpl files from the playlist
as it's just the sample data needed by the .mdat files.

edit: and check if there's any way to determine song end.

Last edited by spotUP on 02-Dec-2007 at 05:47 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 3-Dec-2007 15:25:08
#104 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

thanx for the update! uppreciated ultra!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 3-Dec-2007 15:47:18
#105 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

enjoying soundmon 3 (.bp3) tunes now!

spot's hot picks of the day:

hawkeye newsynth.bp3
spaceship 505.bp3
future2.bp3
visor.bp3
neverending story.bp3
ocean loader.bp3
synthdrum.bp3

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 8-Dec-2007 14:52:49
#106 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

USF is tricky biz. I have looked into it, and the sources are very
windows/x86 specific..


Agreed. I've managed to compile some of the sources by modifying them to use AmigaOS equivalents but it's far from finished. I've also fixed several endian problems in the code.

FWIW I am currently working on a wrapper in the form of a static library for various windows functions that should hopefully make porting easier. It currently has functions for file access (CreateFile, ReadFile, ...) as well as some threading functions (CreateThread, ExitThread, ...).

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 8-Dec-2007 14:57:39
#107 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

salass00: if you found yourself utterly bored one day,
would you consider making this minor change to the tfmx plugin?
(as Olle seems to be gone..) (source available in post #1)


I tried compiling this but it complained about missing "glib/glib.h". Does this mean that Olle has an OS4 port of glib?

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 8-Dec-2007 16:54:57
#108 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

i have glib for clib2... dunno where it comes from,
amd i haven't used it..
tried compiling for clib2?
what happens if you just comment out that include?

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 8-Dec-2007 16:56:00
#109 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

Quote:
FWIW I am currently working on a wrapper in the form of a static library for various windows functions that should hopefully make porting easier. It currently has functions for file access (CreateFile, ReadFile, ...) as well as some threading functions (CreateThread, ExitThread, ...).


oh :) sounds interesting!

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 9-Dec-2007 10:58:01
#110 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

i have glib for clib2... dunno where it comes from,
amd i haven't used it..
tried compiling for clib2?
what happens if you just comment out that include?


I used the Makefile which doesn't explicitly specify a clib so it would have used clib2. IIRC I also checked SDK:Local/common/clib2/include and I didn't have any glib files in there.

Quote:

oh :) sounds interesting!


Haven't compiled anything yet (not at the A1 at the moment).

The following functions are currently implemented:
SetLastError
GetLastError
CloseHandle
CreateFile
ReadFile
WriteFile
SetFilePointer
GetFileSize
FindFirstFile
FindNextFile
FindClose
CreateThread
ExitThread
GetExitCodeThread
SetThreadPriority
GetThreadPriority
CreateMutex
OpenMutex
ReleaseMutex

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 9-Dec-2007 14:26:51
#111 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

Great! :D
I'll request functions to be added in the future, be so sure! :)

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 12-Dec-2007 21:06:06
#112 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Update to post #1:

* Moved SSF from resources to supported formats!
* Moved QSF from resources to supported formats!
* Added more info on Audio Overload SDK, it now supports PSF2 and PSU!

This is great news, as PSF2 sources haven't been available prior to this!

Thanx to Salass00 for the two new plugins! Much appreciated!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 12-Dec-2007 21:09:31
#113 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

Which version of the AO SDK did you use to make the SSF plugin?
It's mentioned that a lot of fixes was done in the latest version.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 12-Dec-2007 21:20:56
#114 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

According to readme.txt:
Quote:

Audio Overload SDK - Release 1.1 November 6, 2007


There are also engines for psf, psf2 and spu formats.

Apparently I downloaded it 30-Nov-2007.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 12-Dec-2007 21:58:14
#115 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I compiled a version with aosdk-1.1.5 and it does sound better when playing the included sample file so I have uploaded a v1.3 version of the plugin to OS4Depot. It does use more CPU though.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 13-Dec-2007 17:53:25
#116 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

GREAT! I am sick, AGAIN.. but I will have a look at it ASAP! :D

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 13-Dec-2007 18:48:36
#117 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Huh... :D and a new plug is out! PSF2/SPU.
I have just tested it quickly, very quickly.
I downloaded PSF2's of the Dark Cloud 2 soundtrack,
and it plays but with a lot of clicking distortions.

It couldn't even load SPU's?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 14-Dec-2007 10:01:24
#118 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I've fixed the PFS2 playback. Apparently you can't ask it for more than 735 frames at a time.

I had a similar problem with the SSF plugin only in that case it was 44100/30 frames (IIRC). Versions >=1.2 of the plugin don't have this limit because I optimised the code and removed the hardcoded buffers that were causing problems.

Not sure why the PSU playback is completely silent though...

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 14-Dec-2007 21:39:46
#119 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I have a "mostly" finished AdPlug based plugin.

Unfortunately it doesn't work as it uses the return values of some functions to initialise a static variable (apparently you can do that in c++) and this relies on startup code that isn't (/can't be) used since this is a shared library.

I've tried putting the initialisations into init()/cleanup() functions that I could call on libInit()/libExpunge() but this isn't very easy since it uses references rather than pointers (you can't change a reference like you can a pointer). AFAIK these would have to be changed into pointers which means you would have to change every piece of code where it accesses these.

Very annoying. It doesn't help that I'm not very good at c++ either.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 0:31:56
#120 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

"I've fixed the PFS2 playback. Apparently you can't ask it for more than 735 frames at a time."

Great! I am currently remembering countless hours in front of the lovely Dark Cloud 2 (PS2) by listening to the music! :D
There's still problems with the PSF2 plugin though. When it has played a tune to the end, it's just silent, it doesn't skip to the next song.

SPU's ain't silent, they are not even visible in the playlist, as if they are filetered out.

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