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spotUP
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Re: Let's make TuneNet plugins! Posted on 5-Apr-2008 21:32:20
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @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!
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 5-Apr-2008 22:16:23
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @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. _________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 5-Apr-2008 22:20:27
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| Update 36: *Added resources for AUD, ISS, XARC, WAD, SC68, RWD, MUS, IDX/DAT, ASF (EA games), and SFX through Game Audio Decoder. _________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 6-Apr-2008 14:43:04
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @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.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 7-Apr-2008 3:23:57
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @sallass00
any progress on your sam coupe plugin? spot is very curious! _________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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salass00
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Re: Let's make TuneNet plugins! Posted on 7-Apr-2008 10:11:44
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
any progress on your sam coupe plugin? spot is very curious!
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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
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Re: Let's make TuneNet plugins! Posted on 7-Apr-2008 12:18:15
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| 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.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 8-Apr-2008 1:55:08
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
... playing oblivion .. paahhh ;) _________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 8-Apr-2008 2:13:54
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @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.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net |
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tomazkid
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Re: Let's make TuneNet plugins! Posted on 8-Apr-2008 4:48:11
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Team Member |
Joined: 31-Jul-2003 Posts: 11694
From: Kristianstad, Sweden | | |
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| @spotUP
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_________________ Site admins are people too..pooff! |
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Varthall
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Re: Let's make TuneNet plugins! Posted on 8-Apr-2008 9:44:53
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Super Member |
Joined: 17-Feb-2004 Posts: 1559
From: Up Rough | | |
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| @tomazkid
It looks like Spot has started using this thread as a blog
Varthall _________________ AmigaOne XE - AmigaOS 4.1 - Freescale 7457 1GHz - 1GB ram |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 8-Apr-2008 14:55:46
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| 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. _________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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Bean
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 0:50:08
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Super Member |
Joined: 4-Apr-2003 Posts: 1225
From: U.K. | | |
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| Service release update in OS4 Depot upload queue to fix > than 24 plugin memory trashing. V86.34
Cheers, Bean. _________________ OS4.1 + SAM Flex RIP my A1XE.. that used to have an appetite for batteries! |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 1:03:11
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @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?
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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tomazkid
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 2:31:24
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salass00
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 8:37:37
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
i released it now! thanx for the fix! better make it 128 to be future proof ;)
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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
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 13:40:41
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
i just updated to the latest version of tunenet and tried the adplug plugin, it still crashes.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 13:45:38
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @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.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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spotUP
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 13:57:04
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @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.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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salass00
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Re: Let's make TuneNet plugins! Posted on 9-Apr-2008 14:20:44
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Probably sexypsf doesn't do any parameter checking.
Quote:
This(command-line build) is just for debugging/testing. It may not work properly.
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IIRC stsndplay has the same problem (DSI if you don't specify a filename). |
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