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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 16-Mar-2008 22:22:21
#181 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

I've played around with salass00's ym plugin now, i tried to play some .gym files, but they won't load into tunenet.

Salass00: Do you know a place where i can download CYM music?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 7:20:53
#182 ]
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Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

There is one .cym file here:
ftp.modland.com/pub/modules/Megadrive%20CYM/-%20misc

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 7:45:01
#183 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

i tried to play some .gym files, but they won't load into tunenet.


Which files were these? I've tried two .gym files from modland and they both loaded/played fine.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 8:14:35
#184 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

First up, the AdPlug Plugin, it crashed on the first file i tested it with.

http://crashlog.os4depot.net/index.php?function=view&crashlogid=14

EDIT: And the second file I tested, that was in another format.


Tried same file here, no crash.

Could you do the same with this debug version I just uploaded:
http://a500.org/tn_adplug-bin.lha

Simply replace the file in Plugins/data with the one in the archive.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 12:29:00
#185 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

OK, i'll download and provide feedback in some hours.

I went on an audio format search trip today..

Westwood Audio (.aud) is supported, as well as many other formats in FFMPEG's libav library.

libSNDfile supports ADPCM too, which is a quite common format, used in some Amiga scene demos for example.

EDIT: Any more plugins planned? If so, what's your next target(s)? I am curious! :D

Last edited by spotUP on 17-Mar-2008 at 12:31 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 13:25:03
#186 ]
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Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

there's two .bin files in the adplug debug archive, one in data/ and one in root. same size, different time stamp. which one do you want me to use?

i tried the test.cym from modland with the ay plugin, still no luck it still won't load into tunenet, even when i disabled all other plugins. did you upload the right version?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 13:32:12
#187 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

there's two .bin files in the adplug debug archive, one in data/ and one in root. same size, different time stamp. which one do you want me to use?


Shouldn't matter which, but use the one in data.

Also use the .tnplug file in the archive or you may get problems.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 14:43:44
#188 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

???... the new version of tuneymamp works perfect! :)

regarding the sound issues i reported in 2sf, you can discard those, it seem to be the headphones i am using atm!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 15:33:45
#189 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

OK, here's the crashlog from the debug version of the adplug plugin:

http://crashlog.os4depot.net/?function=view&crashlogid=15

hope it helps!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 19:01:58
#190 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Update 21:
* Added a link to Salass00's new port of libSNDfile! =)
* Updated info on Konami-GX and M1.
* Added Spot's hot picks! :)

Last edited by spotUP on 17-Mar-2008 at 07:28 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 21:38:41
#191 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

YAAY! A libSNDfile plugin!!

What formats does it support exactly? All of these or a selection?

WAV (Microsoft)
AIFF (SGI/Apple)
AIFC (SGI/Apple)
AU (Sun/DEC/NeXT)
SND (Sun/DEC/NeXT)
RAW (Headerless)
PAF Paris Audio File
IFF (Amiga IFF)
SVX (Amiga IFF)
8SVX (Amiga IFF)
WAV (Sphere Nist)
SF (IRCAM)
VOC (Creative)
W64 (Sound forge)
MAT4 (GNU Octave 2.0)
MAT5 (GNU Octave 2.1)
PVF (Portable Voice Format)
XI (Fasttracker 2 Instrument)
HTK (HMM Tool Kit)
CAF (Apple)
SD2 (Sound Designer II)
FLAC (Free Lossless Audio Codec)

Some are already supported in other plugins, so maybe it's a good idea to leave them out of this one?
These are FLAC, AIFF and AU.

There's a few other that are supported already through datatypes, but they should be replaced as this is a better way of playing them.

Last edited by spotUP on 17-Mar-2008 at 10:41 PM.
Last edited by spotUP on 17-Mar-2008 at 10:39 PM.

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 17-Mar-2008 23:24:49
#192 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

libfreeverb3 might be cool to make a plugin of in the future. to modify the audio output. not sure if such plugins are possible yet.

can plugins open a window with controls yet?

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Mar-2008 9:50:38
#193 ]
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Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

What formats does it support exactly? All of these or a selection?


At the moment, all formats that libsndfile can open.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Mar-2008 13:22:20
#194 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Do you know where to find music in .tfc and .tfd formats?

[edit]

Noticed that I can use tfmmaker.exe on pc to export the .tfe files to .tfd.

Last edited by salass00 on 18-Mar-2008 at 03:43 PM.

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Mar-2008 16:37:39
#195 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

http://aminet.net/package/mus/play/tunetfm_plug

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Mar-2008 21:16:16
#196 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Update 22:
* Added pictures and some background info for some chips/consoles/computers, to make the threa more appealing.
* Added Turbosound (TFM/TFC) to the list of supported formats!
* Added all libSNDFile formats to the list of supported formats!
** SALASS00 KEEP ON ROCKING IT! YOU ARE DA RULEZOR!
*** CURTY, OLD PAL, GIVE SALASS00 SOME COMPETITION! I MISS YOU!
**** BEAN WE LOVE YOUR APP, COME BACK! GIVE US MORE TO LOVE!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 18-Mar-2008 22:58:33
#197 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Allright.... I am digging through the whole internet for info on Sam Coupe .cop/.sng music playback now.

http://www.keprt.cz/sam/saa/

Note: SAAemu is a libabry which does the work. SamPlay is a program which uses SAAemu library. SAAemu for DOS is compiled into saa32.exe, SAAemu for Win32 uses SAAemu.dll. In addition, SAAemu.dll utilizes SAAsound.dll, the sound emulation library by Dave Hooper (also included in SAAemu package).

SamPlay emulates Z80 CPU together with 64KB RAM and SAA1099 chip, so it is able to play most of the Sam music modules. The "music module" is a part of Sam Coupé's program which plays the sound. You can extract the music modules from any programs (usually games). Simply save one or two memory banks to a file (each memory bank is 16384 bytes of Sam's memory). Then load them to SamPlay and you should get the sound. The SamPlay calls 50 times per second address 32768 (or 32774 when playing E-Tracker modules). You can play any E-Tracker (compiled) modules with or without inline E-Tracker player. Simply run the original E-Tracker compiler, compile your tune, (you don't need to merge the player) and save it to a diskette. Then convert that file to your hard drive and run SamPlay. It should play!


So... as far as I can understand from reading webpages etc etc, we need both of these;
SAAEmu libSAASound
...to be able to play sam coupe music. That explains why you missed some stuff when you tried it before! I really hope this helps! In case it doesn't, I have also asked the audio overload guys.

Get some tunes
here!

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spotUP 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 19-Mar-2008 0:03:13
#198 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP
before i forget;
hoot - arcade music

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Bean 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 19-Mar-2008 0:14:20
#199 ]
Super Member
Joined: 4-Apr-2003
Posts: 1225
From: U.K.

@spotUP

Quote:
BEAN WE LOVE YOUR APP, COME BACK! GIVE US MORE TO LOVE!


Hey up Spot,

Well now I've clocked DMC4 I'm back, though I never really left. I'll be next looking at improving my mixing routines.

Cheers,
Bean.

_________________
OS4.1 + SAM Flex
RIP my A1XE.. that used to have an appetite for batteries!

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salass00 
Re: Let's make TuneNet plugins! [Updated info!]
Posted on 19-Mar-2008 5:56:32
#200 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

I wrote an e-mail to Simon Owen about the .cop/.sng format and he gave a better explanation on how it works:
Quote:

The .sng extension seems to be used for a mixture of SAM tune types.
Some of them are just raw code dumps, others are eTracker modules that
require a separate player - fortunately I still have one that was
supplied with the program.

I don't think any code requires SAM paging, so you just need to
implement a plain 64K address space of RAM with the SAA I/O ports
passed to libSAASound.

I've had a look at some of the songs linked from the tunenet site.
Tetris.sng is just a raw code file, which should be loaded at 32768.
Calling 32768 every 1/50th of a second will play the song - it sounds
a bit slow at first, but it is correct! You can try this in SimCoupe
by pressing F4 then importing Tetris.sng to BASIC address 32768. Type
in a BASIC program of: 10 CALL 32768 : PAUSE 1 : GOTO 10 and RUN
it to hear the song.

Enola is a raw eTracker tune, without a player. You can tell because
it has "ETracker" in text at about offset 10 in the file. For those
you'll need to load the etracker.bin player at address 32768, then
load the song at address 33971. Call 32768 to initialise the player,
then call 32774 every 1/50th to play the tune. You can get
etracker.bin from: http://obo.homeip.net/etracker.bin.zip

neverendingstory.sng is also eTracker, but includes the player code.
The start of the code matches etracker.bin, and it should be enough to
look for a hex sequence of 21 B3 84 C3 EF 83 to be happy it's ready
to play. Import that at 32768, then call 32768 once to initialise the
player. Then call 32774 every 1/50th of a second to play the tune.


I think this should be enough information for me to write a plugin. Hopefully I should be able to just take the required emu parts from SimCoupe and use them.

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