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      /  Let's make TuneNet plugins!
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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 0:34:03
#121 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

oh.. too bad about adlib... as it's a very cool player.
i guess you've looked at the example player etc?...
i can not be of much help here. :( Anyone?

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 1:01:12
#122 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

I asked around on IRC and this is what i found out:

If tunenet does use the OS4 C library startup code it's plugins should be able
to use all C library functions as well. If it's build without C library, clib2, libnix, vclib, ... they can't. Global variables in a shared library can't be used unless the library/plugin can't be opend more than once. For that you'd have to build everything with -mbaserel, use the code from the GCC docs to get the instance data and Clone() the interface for each opener If global data, but different one for each library opener is required the only method to make it work is the one described in the GCC docs in 3.17.34

PS. INewlib (has to be a global variable) has to be
opened in the LibInit() function and closed in LibExpunge().

PPS. joerg: My old example (bz2.library) is only for libraries without global data, but maybe it still helps. In http://utilitybase.com/forum/index.php?action=vthread&forum=2&topic=1152 is a link to the complete example, and an example LibInit()/LibExpunge() as well.

Thanx to Joerg for the info.

Last edited by spotUP on 15-Dec-2007 at 01:19 AM.
Last edited by spotUP on 15-Dec-2007 at 01:19 AM.
Last edited by spotUP on 15-Dec-2007 at 01:04 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 1:44:04
#123 ]
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Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

The SSF and QSF plugins doesn't skip to the next tune either, they stay silent.

Last edited by spotUP on 15-Dec-2007 at 01:45 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 6:14:55
#124 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Updates to post #1:
* Cleaned up the list of supported formats, and added formats supported through datatypes.
* Added resources for the PSG format as requested by Chris.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 8:13:55
#125 ]
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Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

That doesn't help since that's not the problem.

This is:
Quote:

// List of all players that come with the standard AdPlug distribution
const CPlayerDesc CAdPlug::allplayers[] = {
CPlayerDesc(ChscPlayer::factory, "HSC-Tracker", ".hsc\0"),
CPlayerDesc(CsngPlayer::factory, "SNGPlay", ".sng\0"),
CPlayerDesc(CimfPlayer::factory, "Apogee IMF", ".imf\0.wlf\0.adlib\0"),
CPlayerDesc(Ca2mLoader::factory, "Adlib Tracker 2", ".a2m\0"),
CPlayerDesc(CadtrackLoader::factory, "Adlib Tracker", ".sng\0"),
CPlayerDesc(CamdLoader::factory, "AMUSIC", ".amd\0"),
CPlayerDesc(CbamPlayer::factory, "Bob's Adlib Music", ".bam\0"),
CPlayerDesc(Cd00Player::factory, "Packed EdLib", ".d00\0"),
CPlayerDesc(CdfmLoader::factory, "Digital-FM", ".dfm\0"),
CPlayerDesc(ChspLoader::factory, "HSC Packed", ".hsp\0"),
CPlayerDesc(CksmPlayer::factory, "Ken Silverman Music", ".ksm\0"),
CPlayerDesc(CmadLoader::factory, "Mlat Adlib Tracker", ".mad\0"),
CPlayerDesc(CmidPlayer::factory, "MIDI", ".mid\0.cmf\0.sci\0.laa\0"),
CPlayerDesc(CmkjPlayer::factory, "MKJamz", ".mkj\0"),
CPlayerDesc(CcffLoader::factory, "Boomtracker", ".cff\0"),
CPlayerDesc(CdmoLoader::factory, "TwinTeam", ".dmo\0"),
CPlayerDesc(Cs3mPlayer::factory, "Scream Tracker 3", ".s3m\0"),
CPlayerDesc(CdtmLoader::factory, "DeFy Adlib Tracker", ".dtm\0"),
CPlayerDesc(CfmcLoader::factory, "Faust Music Creator", ".sng\0"),
CPlayerDesc(CmtkLoader::factory, "MPU-401 Trakker", ".mtk\0"),
CPlayerDesc(CradLoader::factory, "Reality Adlib Tracker", ".rad\0"),
CPlayerDesc(CrawPlayer::factory, "RdosPlay RAW", ".raw\0"),
CPlayerDesc(Csa2Loader::factory, "Surprise! Adlib Tracker", ".sat\0.sa2\0"),
CPlayerDesc(CxadbmfPlayer::factory, "BMF Adlib Tracker", ".xad\0"),
CPlayerDesc(CxadflashPlayer::factory, "Flash", ".xad\0"),
CPlayerDesc(CxadhybridPlayer::factory, "Hybrid", ".xad\0"),
CPlayerDesc(CxadhypPlayer::factory, "Hypnosis", ".xad\0"),
CPlayerDesc(CxadpsiPlayer::factory, "PSI", ".xad\0"),
CPlayerDesc(CxadratPlayer::factory, "rat", ".xad\0"),
CPlayerDesc(CldsPlayer::factory, "LOUDNESS Sound System", ".lds\0"),
CPlayerDesc(Cu6mPlayer::factory, "Ultima 6 Music", ".m\0"),
CPlayerDesc(CrolPlayer::factory, "Adlib Visual Composer", ".rol\0"),
CPlayerDesc(CxsmPlayer::factory, "eXtra Simple Music", ".xsm\0"),
CPlayerDesc(CdroPlayer::factory, "DOSBox Raw OPL", ".dro\0"),
CPlayerDesc(CmscPlayer::factory, "Adlib MSC Player", ".msc\0"),
CPlayerDesc(CrixPlayer::factory, "Softstar RIX OPL Music", ".rix\0"),
CPlayerDesc()
};

const CPlayers &CAdPlug::init_players(const CPlayerDesc pd[])
{
static CPlayers initplayers;
unsigned int i;

for(i = 0; pd[i].factory; i++)
initplayers.push_back(&pd[i]);

return initplayers;
}

const CPlayers CAdPlug::players = CAdPlug::init_players(CAdPlug::allplayers);


Without the startup code none of the static variables are initialised (CAdPlug::allplayers , CAdPlug::players and initplayers in the init_players() function).

Just had a thought: If I remove the "static"s from the definitions and create instances of the class that should fix the problems. I could make initplayers a class variable and then it wouldn't have to be static. I can't try it right now though, as I'm not at my A1.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 8:27:45
#126 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

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


I think I know what may be the problem here.

Quote:

The SSF and QSF plugins doesn't skip to the next tune either, they stay silent.


There's no facility for this. I guess I could write some kind of silence detection like sexypsf does though, or maybe I can hack eof detection into the aosdk engine code somehow (?).

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 14:17:00
#127 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

ok hmm

the music formats are managed via adplug.db and adplugdb which is a database, for adplug to detect what format the tune is in, is that part of the problem?
guess not? :)
but the first time i compiled adplug i deleted that file, as i thought it was some debug stuff and obviously adplay crashed.

Last edited by spotUP on 15-Dec-2007 at 02:21 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Dec-2007 16:44:33
#128 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Just for fun I downloaded a pack with the Space Harrier soundtrack in all available formats to put TuneNet through a test.
It now plays most of the formats! :)

Here's the ones it doesn't play yet:

space_harrier.jb (Jason Brooke)
space_harrier.mdx (some arcade format i believe)
space_harrier.asc (Spectrum ASC Sound Master)
space_harrier.stc (Spectrum Sound Compiler)
space_harrier.ymst (ymst)

Conclusion out of 17 odd chip formats, it fails to
play 5. Pretty good i'd say! :D

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Dec-2007 8:19:18
#129 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Thanx to Salass00 we are running out of unsupported formats quickly. :)
I had to do something about that, some new interesting ones. M1 and GXP seems cool.


Update 10:
* Added resources for Roland MT-32.
* Added resources for GXP (Konami GX sound player).
* Added resources for M1 (This is an arcade and pinball sound emulator).
* Added resources for OptimFROG (Lossless audio).

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Dec-2007 21:24:30
#130 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

i just tried the latest version of the psf2 plugin with the silence detection added, but it still doesn't seem to skip to the next track at the end of a track?

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Dec-2007 23:37:34
#131 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Update to post #1

* Added resources for libSIDPlay2, STIL, and SID distortion.

Last edited by spotUP on 17-Dec-2007 at 02:49 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Dec-2007 11:22:38
#132 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Update to post #1:
* Added resources for Sega System-16

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Dec-2007 16:56:51
#133 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

i just tried the latest version of the psf2 plugin with the silence detection added, but it still doesn't seem to skip to the next track at the end of a track?


Have you tried v1.5?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Dec-2007 12:26:28
#134 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@salass00

Where to find music in this format?

Quote:

PSGPlay32 Plays AY music in the PSG format. Download sources here.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Dec-2007 20:32:49
#135 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

i couldn't find any music on the net, but most emulators save music in this format.
use fuse (found on os4depot) run a game that has music,
press f1, chose file menu, then ay logging, and it will start recording the music and save it to disk.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Dec-2007 20:33:50
#136 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

"Have you tried v1.5?"

will give it a proper wirl soon. i am working 12 hour days now, all i can think of atm is to get some sleep. :)

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 19-Dec-2007 5:57:00
#137 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Right... now i've gotten some sleep, and had a few mins over before going to work. I am happy to report that it works as it should! :)

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 19-Dec-2007 6:04:48
#138 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

A first quick test with the Adlib plugin reveals that:

It fails to load these into the playlist:

.adl
.dtl
.edl
.fmk
.agd
.sdb
.sqx
.d01
.mtr
.mus

And these have other misc problems:

.xms tunes are silent.
.cms files plays too fast, and sounds wrong.
.dro files doesn't work.
.xsm sounds all weird.
.d00 silent
.ksm plays way too slow
.mkj plays way too slow
.mad plays too fast

Etc etc... something must be up with the database?

Last edited by spotUP on 19-Dec-2007 at 05:01 PM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 21-Dec-2007 11:28:21
#139 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

It fails to load these into the playlist:

.adl
.dtl
.edl
.fmk
.agd
.sdb
.sqx
.d01
.mtr
.mus


I've added these to the TestPlayer() function (not released).

Quote:

.xms tunes are silent.
.cms files plays too fast, and sounds wrong.
.dro files doesn't work.
.xsm sounds all weird.
.d00 silent
.ksm plays way too slow
.mkj plays way too slow
.mad plays too fast


No idea why this happens...

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 2-Jan-2008 21:56:12
#140 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Update to post #1:
* Added resources for TurboSound FM device (2xYM2203 sound chips).

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