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      /  Let's make TuneNet plugins!
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spotUP 
Re: Let's make TuneNet plugins!
Posted on 5-Apr-2008 21:32:20
#261 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@sallass00

Maybe this can give you some info on the wonderswan player issues?

Music & Sound Driver for the Wonder Swan and Wonder Witch.
You can use WTD on the Wonder Swan Emulator, too.
Therefore, you can use WTD for the chiptune.
You do not need the Wonder Witch when the making music data.
http://homepage1.nifty.com/~sha_w/wtd/index.htm (Docs, Downloads etc...)

I have also asked on the Audio Overload forum.... let's hope!

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 5-Apr-2008 22:16:23
#262 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

Yay! Good day this one! I just found sources for some more cool formats!

Game Audio Decoder plays AUD, ISS, XARC, WAD, RWD, MUS, IDX/DAT, ASF (EA games) and SFX. Homepage! Source!

This plugin allows you to play music formats created from Westwood Studios,
Sierra online, EA Games, Core Design, Timegate Studios and Funcom. If you don't have these games, or any music files from them, then by
all means, remove this plugin.

The AUD format is an ADPCM format that was used by Westwood Studios (and Sierra On-Line) for several of their games (for example, Space Quest 6 and Red Alert). Foo_game supplies a player that can playback both audio formats.

A WAD file was a file format used by Core Design for "Tomb Raider III: Adventures of Lara Croft". A WAD is a collection of wave format files that is tagged with a custom header. Because a WAD is a collection of music tracks, foo_game makes use of Foobar's subsong support to playback the files.

An ISS file is an IMA ADPCM file that was used by Funcom for the adventure game "The Longest Journey". Foo_game comes with a decoder for the ISS and XARC variant of these files.

Resource files in Rome Total War are stored in IDX/DAT pairs. Game Audio decoder is capable of parsing both types of files and extracting resources from them.

An RWD file is a archive format used by Timegate Studios for their Kohan games. It's a lightweight version of a tarball, with some RWD-specific headers and structures.

A MUS is a version of Electronic Arts' Pathfinder format used for a small percentage of their games (which is loads of games). These files either use the IMA ADPCM codec, or EA's custom implementation of ADPCM. Due to the numerous changes the EA format has undergone over the years, foo_game cannot decode all of EA's music.

It also plays SC68 music, but i left that out as we already have a plugin based on SC68.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 5-Apr-2008 22:20:27
#263 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Update 36:
*Added resources for AUD, ISS, XARC, WAD, SC68, RWD, MUS, IDX/DAT, ASF (EA games),
and SFX through Game Audio Decoder.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 6-Apr-2008 14:43:04
#264 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

both the adplug plugin and the midi plugin plays midi. this could be a possible reason to my crashes, could you disable midi and send me a test exe?

@bean

we really need some extended prefs in tunenet, that let's us control which plugin that plays what.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 7-Apr-2008 3:23:57
#265 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@sallass00

any progress on your sam coupe plugin? spot is very curious!

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salass00 
Re: Let's make TuneNet plugins!
Posted on 7-Apr-2008 10:11:44
#266 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

any progress on your sam coupe plugin? spot is very curious!


Not much progress. I've mostly spent time playing Oblivion as well as working on some other stuff.

I have written some plugin code using the CPU emulator part from SimCoupe but it doesn't play any audio yet. I think this may be because of some stuff that I left out like CPU events and interrupts.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 7-Apr-2008 12:18:15
#267 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Update 37:
*Added resources for adx (CRI ADX ADPCM), brstm (RSTM: GC/Wii DSP ADPCM, 8/16 bit PCM), strm (STRM: NDS IMA ADPCM, 8/16 bit PCM), adp (GC DTK ADPCM), agsc (GC DSP ADPCM), rsf (CCITT G.721 ADPCM), afc (GC AFC ADPCM), ast (GC/Wii AFC ADPCM, 16 bit PCM), hps (GC DSP ADPCM), dsp (GC DSP ADPCM), standard, with dual file stereo, RS03 and Cstr all these through VGMStream library.
*Removed HOOT as I was told that those sources are VERY old, and the current ones ain't available.

Last edited by spotUP on 07-Apr-2008 at 12:18 PM.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 8-Apr-2008 1:55:08
#268 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

... playing oblivion .. paahhh ;)

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 8-Apr-2008 2:13:54
#269 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

note to self...
find info about ORC - TRS-80 Orchestra-90

Last edited by spotUP on 08-Apr-2008 at 02:37 AM.
Last edited by spotUP on 08-Apr-2008 at 02:18 AM.

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tomazkid 
Re: Let's make TuneNet plugins!
Posted on 8-Apr-2008 4:48:11
#270 ]
Team Member
Joined: 31-Jul-2003
Posts: 11694
From: Kristianstad, Sweden

@spotUP

Quote:
note to self...



_________________
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Varthall 
Re: Let's make TuneNet plugins!
Posted on 8-Apr-2008 9:44:53
#271 ]
Super Member
Joined: 17-Feb-2004
Posts: 1559
From: Up Rough

@tomazkid

It looks like Spot has started using this thread as a blog

Varthall

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 8-Apr-2008 14:55:46
#272 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

Interesting!!!

Found on aminet: symphoniemodulereader.zip (can't dl it now though???)

Symphonie Sound Module Decoder (.SymMod)
Full source code is included to show how to decode Symphonie Soundmodules.

So maybe symphonie playback will actually be possible now, if someone converts this to C.

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Bean 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 0:50:08
#273 ]
Super Member
Joined: 4-Apr-2003
Posts: 1225
From: U.K.

Service release update in OS4 Depot upload queue to fix > than 24 plugin memory trashing. V86.34

Cheers,
Bean.

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RIP my A1XE.. that used to have an appetite for batteries!

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 1:03:11
#274 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@Bean

i released it now! thanx for the fix!
better make it 128 to be future proof ;)

we are starving for tunenet news bean, can't you tell us a little about the future plans etc?

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tomazkid 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 2:31:24
#275 ]
Team Member
Joined: 31-Jul-2003
Posts: 11694
From: Kristianstad, Sweden

@Bean

It has landed

http://os4depot.net/?function=showfile&file=audio/play/tunenet/tunenet.lha

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salass00 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 8:37:37
#276 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Quote:

i released it now! thanx for the fix!
better make it 128 to be future proof ;)


I think it would be better to use a linked list unless TuneNet does a lot of indexed lookups as this is slower.

If it does use lots of indexed look ups then a solution would be to dynamically allocate the array and simply allocate a bigger array (about two times the old one's size would probably be good) if it finds more plugins and copy over everything from the old one before freeing it.

In either case there wouldn't be a hardcoded limit on the number of plugins.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 13:40:41
#277 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@salass00

i just updated to the latest version of tunenet and tried the adplug plugin,
it still crashes.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 13:45:38
#278 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

adplug.bin seems to be crashing...
i just tried with only the adplug plugin now.

http://crashlog.os4depot.net/cl34

i also tried the release version now, it crashes as well.

Last edited by spotUP on 09-Apr-2008 at 01:53 PM.

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spotUP 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 13:57:04
#279 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@spotUP

it's not my day today it seems.
the sexypsf exe just crashed as well... (clean boot).
my system is a beta system, dunno if that's why...

http://crashlog.os4depot.net/cl35

When hitting ignore i get this:

RAM Disk:sexypsf-0.4.8> sexypsf
Error loading PSF

I just tried specifying a tune and then it plays it without problems.

Last edited by spotUP on 09-Apr-2008 at 02:00 PM.
Last edited by spotUP on 09-Apr-2008 at 01:59 PM.

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salass00 
Re: Let's make TuneNet plugins!
Posted on 9-Apr-2008 14:20:44
#280 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@spotUP

Probably sexypsf doesn't do any parameter checking.

Quote:

This(command-line build) is just for debugging/testing. It may not work properly.


IIRC stsndplay has the same problem (DSI if you don't specify a filename).

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