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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-Jan-2008 22:01:32
#141 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

just a little heads up, the audio overload sdk is updated:

So without further ado, here's version 1.2.0 of the SDK. It includes engines for five formats: .PSF (Sony PlayStation), .SPU (Sony PlayStation), .PSF2 (Sony PlayStation 2), .SSF (Sega Saturn) and .QSF (Capcom QSound). Release 1.2.0 finally gives some love to PSF2 - many more files play much better now. The makefile will automatically compile correctly on Linux or Windows with the standard MAME MinGW distribution, and the code should be relatively easy to compile into other software with other compilers.

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vulture 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Jan-2008 10:43:59
#142 ]
Regular Member
Joined: 21-Sep-2006
Posts: 225
From: Greece

@spotUP

what I'd love to see is a mp3pro replayer, I wonder would it be too difficult to implement the SBR code needed to the existing mp3 plugin? The problem is there are no sources available anywhere no matter how I tried.....

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Jan-2008 14:20:18
#143 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

and the psf2 plugin is up to date! thanx salass00!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Jan-2008 14:43:40
#144 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@the ps2 plugin seems to use between 35-40% of the cpu on my a1xe-g3@800,
but the system feels jerky when i play ps2 files, the mouse for example gets jerky, it halts periodically, is this cpu related? can't be can it?
maybe something is wrong with the plugin?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Jan-2008 14:55:08
#145 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

By default the TuneNet player task is at priority 20, which is the same as input.device's, so this may explain the jerkiness if TuneNet is forcing input.device to wait for the CPU. Try reducing it to f.e. 19 (or any priority less than 20).

Some of my other plugins (f.e. TunePSF.tnplug) probably do not have this problem (even though they may use more CPU) because they create their own decoder process with priority of 1 separate from the TuneNet player process.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Jan-2008 15:12:24
#146 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

how do i do that?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 15-Jan-2008 16:03:29
#147 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

From Window->Preferences (in menu) in TuneNet, the priority settings are under the "General" tab.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 5-Feb-2008 0:14:31
#148 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

ok will do!
you should write this in the readme of the affected plugins!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 10-Mar-2008 23:57:14
#149 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

It's been a long while now, and in the meantime another cool music format has seen the light of day!

Update 14:
* Added resources for NintendoDS (2SF) music playback.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 8:20:59
#150 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

The 2SF link gives a 404 here:
http://foobar2000.xrea.jp/up/files/up669.zip

[edit]
Tried the one I posted above and it worked. Weird...

Last edited by salass00 on 11-Mar-2008 at 08:22 AM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 11:08:43
#151 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

haha weird, btw, in_cube is upated i believe.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 15:06:14
#152 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Updated post #1

Thanks to salass00 we now have a 2SF plugin!

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salass00 
Re: Let's make TuneNet plugins!
Posted on 11-Mar-2008 16:52:32
#153 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

M1 This is an arcade and pinball sound emulator. Download Sources!


This does not contain source code for the libm1.a library (most important part), only for the Qt gui and command line interface parts.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 17:40:00
#154 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

Konami GX sound player This sound player lets you enjoy music from some mid-nineties Konami games. Download Sources.


This one uses a Turbo 68k emulator that is entirely in x86 assembler.

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Chris_Y 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 19:12:02
#155 ]
Elite Member
Joined: 21-Jun-2003
Posts: 3203
From: Beds, UK

@salass00

Quote:
This one uses a Turbo 68k emulator that is entirely in x86 assembler.


Can't you replace it with Exec's Emulate() function?

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 19:14:52
#156 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@Chris_Y

any news on XMP? it was a long time since i heard anything about it.

@Salass00 double bummer :/

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 19:16:43
#157 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Quote:


Can't you replace it with Exec's Emulate() function?


or maybe another 68k emulator can be used.
there's plenty of them in the open source wilderness ;)
the generator emulator has one, and ... there's the uae one, and one called raist..
i remember having some choices when i ported something...

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 19:24:04
#158 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Audio Overload SDK updated! It now supports playback of Dreamcast music as well!

So without further ado, here’s version 1.4.0 of the SDK. It includes engines for six formats: .PSF (Sony PlayStation), .SPU (Sony PlayStation), .PSF2 (Sony PlayStation 2), .SSF (Sega Saturn), .DSF (Sega Dreamcast), and .QSF (Capcom QSound). Release 1.4.0 improves DSF playback compared to the alphas. The makefile will automatically compile correctly on Linux or Windows with the standard MAME MinGW distribution, and the code should be relatively easy to compile into other software with other compilers.

Download here!

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NutsAboutAmiga 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 19:40:12
#159 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12819
From: Norway

@Chris_Y

Quote:

Chris_Y wrote:
@salass00

Quote:
This one uses a Turbo 68k emulator that is entirely in x86 assembler.


Can't you replace it with Exec's Emulate() function?


it’s where likely that code tries to do some thing OS related, if its just subset of 680x0 sub routines then maybe, if does anything OS related like allocating buffers, it be where complicated task to debug, and patch the 680x0 code so the illegal DSI / ISI errors ends up in some safe memory and some friendly OS routines.

I think it’s easiest way is to use UAE CPU core because that support offset addresses, this makes it possible to have it running in a emulated memory space, whit the emulate() function in OS4 you can’t do that.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 11-Mar-2008 19:41:14
#160 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

i did some detective work... and look what i found!

M1 Linux Sources!
M1 Windows Sources that are more up to date!

an M1 lists dunno, might be needed.

EDIT: aaaw... ok it needs the M1 Core, that might not be included ... ok...

This might be the place to ask: http://www.bannister.org/forums/ubbthreads.php?ubb=showflat&Number=37269#Post37269

Last edited by spotUP on 11-Mar-2008 at 07:56 PM.
Last edited by spotUP on 11-Mar-2008 at 07:45 PM.

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