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salass00
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Re: Let's make TuneNet plugins! Posted on 4-Apr-2009 11:40:50
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
As it turns out Xbox ADPCM is almost identical to DVI/IMA ADPCM (only a couple of minor differences in the "fmt " chunk), which is already supported, so I won't have to add much code in the RIFF-WAVE plugin to add Xbox ADPCM support. |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 4-Apr-2009 15:18:01
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
what extensions does it take as xbox adpcm? wav?
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net |
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salass00
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Re: Let's make TuneNet plugins! Posted on 5-Apr-2009 10:32:41
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Are you referring to wave.datatype? If so it checks for "RIFF" and "WAVE" at offsets 0 and 8 and then checks that the FormatTag is 0x0069 and BitsPerSample is 4.
TBH I'm rather confused why this format has been created at all since it's an exact copy of Intel/IMA/DVI ADPCM. |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 7-Apr-2009 4:36:46
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 7-Apr-2009 18:49:48
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| News: the RIFF/Wave plugin now supports XBOX ADPCM! _________________ 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-2009 12:58:05
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
Salass00 i have tried to do some more research on USF, and have spent a lot of time trying to get in contact with the guy that ported it to beos, no luck yet. I brought up our little project here: http://www.bannister.org/forums/ubbthreads.php?ubb=showflat&Number=45627&gonew=1#UNREAD
... and got some funny reactions. :) hopefully something good will come out of it in the end. Last edited by spotUP on 08-Apr-2009 at 12:58 PM.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net |
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Varthall
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Re: Let's make TuneNet plugins! Posted on 8-Apr-2009 13:08:00
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Super Member |
Joined: 17-Feb-2004 Posts: 1559
From: Up Rough | | |
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| @spotUP
I love to read people's reactions outside the OS4 world :) Btw first time I hear about libwin32, looks like a very useful library, I hope I'll remember it when/if I'll find any windows-only function call in the future.
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-2009 19:06:06
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @Varthall
yea. i have used it a couple of times. it's written by mr mega sallass00.
_________________ 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 15-Apr-2009 17:19:52
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| Update 67: * Added resources for Recomposer files (*.RCP, *.R36, *.G18, *.G36) through TiMidity++ Recomposer is a Japanese MIDI format. _________________ 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 22-Apr-2009 2:25:34
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @spotUP
Update 68: * Added resources for Cave Story (Organya) .org music!!! _________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net |
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salass00
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Re: Let's make TuneNet plugins! Posted on 22-Apr-2009 14:13:06
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
Actually there's no replayer source code at all in the archive. The actual replayer is only included as a precompiled 68k binary file (RamboLoader.pc). The only C code in the archive is a small example program that makes use of this file.
Quote:
ORGestrate v0.3.0 an opensource library/player. I haven't heard this one, so i don't know how accurate it is. Download: Source Example music is included in the archive.
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This requires FMOD Ex. |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 22-Apr-2009 17:26:11
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
aww... ok, too bad about the sonic arranger player. _________________ 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 22-Apr-2009 17:40:02
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| Update 69: * Removed Sonic Arranger resources * Added resource for Piston Collage (ptcop/pttune) music!!! \o/
Piston Collage is the successor of Organya, Pixels music format used in Cave Story, Piston Collage is a lot more popular than Organya, i was very happy when i found these sources, i hope these are the sources of the dll. All other plugins i have found needs a precompiled pxtone.dll, but, to me this actually looks like the real deal. Yes, i am excited! :D
_________________ 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 22-Apr-2009 18:35:19
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| from the in_pxtone source...
// pxtone.dll‚̦֔ typedef BOOL (WINAPI *LPPX_READY)(HWND, long, long, long, float, BOOL, PXTONEPLAY_CALLBACK); typedef BOOL (WINAPI *LPPX_RESET)(HWND, long, long, long, float, BOOL, PXTONEPLAY_CALLBACK); typedef void (WINAPI **LPPX_GETDIRECTSOUND)(void); typedef const char* (WINAPI *LPPX_GETLASTERROR)(void); ....etc etc etc....
this means it needs the precompiled dll right? :/
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net |
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salass00
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Re: Let's make TuneNet plugins! Posted on 22-Apr-2009 21:25:52
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
this means it needs the precompiled dll right? :/
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That it does .
Those are function pointers that are initialised to point to dll code. The code that does this is in the init() function in "in_pxtone.c". |
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spotUP
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Re: Let's make TuneNet plugins! Posted on 26-Apr-2009 18:27:46
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
oh well... that sucks.. but life goes on... :)
Update 70: * Removed Piston Collage * Added resources for Sunvox Synthesizer * Added resources for PMD - music from a japanese handheld called P/ECE. Not the same as FMPMD. Last edited by spotUP on 26-Apr-2009 at 08:21 PM. Last edited by spotUP on 26-Apr-2009 at 07:21 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 27-Apr-2009 0:21:32
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| The Great TuneNet Plugin Competition!
Why: A while ago i received a great donation from the Polish Amiga community. Thanx! At the time i had serious money trouble, so I thought I'd need every single cent to make it through the month, but in the end an angel saved me. Thanx dad! ;)
I've been thinking of a good way to spend some of this money and at the same time give something back to those who donated.
What: Make a plugin for TuneNet for any of these formats.
A SID plugin based on libSID2 + resid. *** Konami GX sound player plugin. Wonderswan plugin based on In_WSR. A mod plugin based on XMP. A plugin for playing SAM Coupe music based on SAAEmu and libSAASound.
*** If you add the distortion patches + STIL database support i'll add another 5 euro to the award.
Rules:
* Mail your plugin to spotup at gmail dot com. Include exe and source. * The winner is the first one that mails a plugin. I will reward the first 3 though. * The plugin+source will be published on os4depot after the competition. * One coder may submit more than one plugin.
Resources: Links to the sources and lots of info can be found in this thread: http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=24407&forum=32 Post #1 contains all the info and links, but some valuable info might be hidden deep in the thread.
Deadline: The competition goes on until I have received 3 plugins.
Prices: The prices ain't huge, but i am not rich, and some prices are better than none right? :D
1. 15 euro. 2. 10 euro. 3. 10 euro.
The prices will be sent via PayPal only. So make sure you have an account.
Good Luck!
/Spot Last edited by spotUP on 27-Apr-2009 at 12:24 AM.
_________________ 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 2-May-2009 22:07:33
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @spotUP
MAUD datatype released for OS4. This means tunenet can play MAUD audio files via the datatypes plugin. This was possible before, but we didn't have a native MAUD plugin.
Supported compressions:
- PCM (1-bit and upwards) - A-Law/u-Law (16->8)
Changes:
52.1 (2-May-2009) - First released version
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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Arnie
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Re: Let's make TuneNet plugins! Posted on 3-May-2009 10:01:29
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Cult Member |
Joined: 19-Jun-2004 Posts: 824
From: Swindon, UK, Earth somewhere in the galaxy | | |
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| Can someone point me to a reliable MED plugin, I have tried the Mikmod one and the .bin file grim reapers on loading a MED module.
Thanks in advance
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salass00
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Re: Let's make TuneNet plugins! Posted on 4-May-2009 10:49:40
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
I've just written a small commandline player using this code which seems to be working OK.Last edited by salass00 on 04-May-2009 at 10:50 AM.
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