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Re: Let's make TuneNet plugins! [Updated info!] Posted on 27-Nov-2007 21:55:42
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
you can relax :)
this problem ain't related to your plugin. it happens when playing mp3's too now..
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salass00
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 28-Nov-2007 10:41:02
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
Bug in Gamecube plugin:
Stack trace: fillbufferASTPCM()+0x16C (section 1 @ 0x5470) fillbuffers()+0x94 (section 1 @ 0x15a4) _ZN9pokecubed11getNSamplesEPsi()+0x1C8 (section 1 @ 0xff0) TNPlug_DecodeFramePlayer()+0x28 (section 1 @ 0xb84) module TuneNet at 0x7F9DAEF0 (section 5 @ 0x20ED0) native kernel module dos.library.kmod+0x0001a824 native kernel module kernel+0x00036c34 native kernel module kernel+0x00036cb4
It happens when playing the Battle_0.x.32.c4.ast tune from Mario Kart Double Dash (PCM format).
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I managed to fix this crash.
The sound isn't very good though. I'll try increasing/decreasing the buffer to see if it helps as it seems to me that the problem is that the sound decoding isn't keeping up with the playback.
[edit] Halving the buffer size used in TNPlug_DecodeFramePlayer() actually fixed the sound.
Last edited by salass00 on 28-Nov-2007 at 10:52 AM.
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 28-Nov-2007 13:44:52
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
Confirmed! Battle_0.x.32.c4.ast a tune from Mario Kart Double Dash (PCM format) plays fine now. It's a real CPU hogger though, but that's not your problem to fix i guess. :)
The Zelda music still sounds weird. Endian problems maybe?
Last edited by spotUP on 28-Nov-2007 at 01:45 PM.
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 28-Nov-2007 13:55:00
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
I am taking the GBA plugin for a spin now. Download these tunes from Castlevania: ftp://ftp.modland.com/pub/modules/Gameboy%20Sound%20Format/Sota%20Tojima/Castlevania%20-%20Circle%20Of%20The%20Moon
I don't know if this only happens on my AmigaOne, but, the first tune I play plays fine to the end, but when the second tune is started, it stutters.
Could you (and others possibly?) try to verify this?
EDIT: The audio also gets wicked when I play a tune, and double click another tune to play it. If i hit the pause button before i double click another tune it works though.
Last edited by spotUP on 28-Nov-2007 at 01:56 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! [Updated info!] Posted on 28-Nov-2007 17:10:30
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
The Zelda music still sounds weird. Endian problems maybe?
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I updated the AFC code with the one from from in_cube 0.23b4 and it now it sounds Ok, at least until it's about halway through the sounds at which point it starts playing random noise at high volume.
The decoder only deals with bytes (one byte contains two 4-bit samples) so it's not endian related.
Last edited by salass00 on 28-Nov-2007 at 05:13 PM.
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salass00
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 28-Nov-2007 17:41:19
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Quote:
I don't know if this only happens on my AmigaOne, but, the first tune I play plays fine to the end, but when the second tune is started, it stutters.
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If you have Ranger running with "Processes" tab visible you can see what is happening. Just when the tune ends there are two TuneNet Open processes and two TN_GSF.bin processes. This may be because the decoding process doesn't stop immediately when the process ends (i.e. it may still be decoding in the background for a while). I'll see if I can fix it.
[edit] Actually I don't think there's much I can do about it. What you can do however is select "Simple" playback in the TuneNet's preferences instead of Gapless (or X-fade), then it will wait until the first player has stopped before continuing.Last edited by salass00 on 28-Nov-2007 at 06:11 PM.
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salass00
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 29-Nov-2007 8:06:53
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
It seems that there isn't any file parsing code in libsaasound, so do you have a link to something that explains the file format used? |
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 29-Nov-2007 16:00:36
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
Sorry for the lack of replys... i catched a fever yesterday... I've been in bed since.. I'm ok enought to use my A1 for a couple of hours now though. I'll see what i can find out. _________________ 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! [Updated info!] Posted on 29-Nov-2007 16:10:52
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 29-Nov-2007 16:12:39
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
testing the simple option in tunenet now... a good idea might be to write about this in the tune GSF plugin. edit: OK, works fine now! =) spot is a 'simple' chap from now on! =) Last edited by spotUP on 29-Nov-2007 at 04:13 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! [Updated info!] Posted on 29-Nov-2007 16:59:13
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Unfortunately SAAEmu and SAMPlay are both closed source. SAAEmu is only provided as a precompiled library file.
I don't think the author will be of much help: Quote:
In the fact I’m NOT supporting any non-Intel machines. Go and but Intel-based PC AT computer, it’s quite cheap and the right STANDARD! I won‘t waste my time with other platforms.
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I guess he doesn't support AMD CPUs either...
The vorc link doesn't give the kind of information I need either, i.e. information like what is stored at what offsets and such, although I at least know now that the file extension is either SNG or COP.Last edited by salass00 on 29-Nov-2007 at 05:00 PM.
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 29-Nov-2007 20:19:43
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
the Sam Coupe emulator Sim Coupe uses this library... maybe those sources can give you some clues? It's available on os4depot: http://www.os4depot.net/share/emulation/computer/simcoupe.lha
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 29-Nov-2007 20:22:37
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
VERY interesting page. Audio Overload is a cool Mac player with support for a lot of formats. Among other SSF the Sega Saturn musicformat. It's similiar to GSF amd PSF. Audio Overload also supports Sam Coupe music. I don't know if it's in this SDK yet though. Take a look.
http://rbelmont.mameworld.info/?page_id=221
EDIT: Took a look at it now.
It currently supports PSF, SSF and QSF.
That's two formats (SSF and QSF) that haven't been open sourced until now! :D
SSF = Saturn, QSF = Capcom Q-Sound Format (Capcom arcade games!)
Last edited by spotUP on 29-Nov-2007 at 08:27 PM. Last edited by spotUP on 29-Nov-2007 at 08:26 PM.
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 29-Nov-2007 21:01:56
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| Post #1 updated:
* Removed libPOKECubed as it's supported in TuneNet now. * Removed in_cube as it's supported in TuneNet now. * Added the Audio Overload SDK, which supports PSF, SSF and QSF. Last edited by spotUP on 29-Nov-2007 at 09:02 PM.
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 30-Nov-2007 16:38:05
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @spotUP
TuneBS_Plug.lha \o/
He has done it again!... Big ups to Salass00 for bringing all these vibes back!
Update to post #1:
* Moved BP Soundmon from resources to supported formats!
Last edited by spotUP on 30-Nov-2007 at 04:45 PM.
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 30-Nov-2007 16:46:48
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @salass00
your plugins are getting tighter!... i am testing the bs plugin now, so far no issues! top delivery!
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Arnie
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 30-Nov-2007 17:36:50
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Cult Member |
Joined: 19-Jun-2004 Posts: 824
From: Swindon, UK, Earth somewhere in the galaxy | | |
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| @spotUP
None of your Modland links work they all start with http:// before the ftp://.
Its good to see so many formats now being supported, is there any one working on a USF plugin for N64 music. |
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spotUP
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Re: Let's make TuneNet plugins! [Updated info!] Posted on 30-Nov-2007 18:50:02
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @Arnie
yeah.. i know i will fix the links..
USF is tricky biz. I have looked into it, and the sources are very windows/x86 specific.. there supposedly is a rewritten source of 64th note for BeOS though.. _________________ 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! [Updated info!] Posted on 1-Dec-2007 17:06:00
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @spotUP
amigaworld doesn't like ftp links it seems. when clicking a 'download music!' link, change http:// to ftp:// _________________ 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! [Updated info!] Posted on 1-Dec-2007 17:58:04
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @spotUP
Probably the forum software just checks for http:// at the beginning of the link and if it isn't there it adds it, in this case breaking it. I just copy/paste the link text rather than clicking on them. Last edited by salass00 on 01-Dec-2007 at 05:58 PM.
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