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AppGameKit Classic Chat / [Tip] Music support Modules? MOD, S3M, XM, IT

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AliceSim1
5
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Joined: 15th Oct 2018
Location: Barcelona
Posted: 26th Nov 2018 14:40
Hello

I put this as a suggestion to support these special music formats:
Modules:

Impulse Tracker (IT)
ProTracker 4 - 99 channels, 31 samples (MOD)
ScreamTracker 3 (S3M)
FastTracker (XM)

Is there an interested user, or is there a DLL module to use in Windows? I do not think it's multiplatform ...

I found this tool of edition, import and export:
https://openmpt.org/
Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 27th Nov 2018 13:34
I requested that some times. There is an AGK-plugIn out with a wrapper, but it is Windows only, I guess.

But since OpenModPlug is OpenSource, maybe there is a chance to re-imagine the source into AppGameKit Tier 1 Basic with Memblocks.

You also could use AppGameKit Tier 2 C++ / C# and implement C++ handling from some Open Source player algorithm.


I started an S3M reader ... but didn't finished it
Decided, to use OGG in the first place, and maybe someday I convert the source to AppGameKit Tier 1 Basic

I also tried, to create an native IMA ADPCM decoder, but since OGG can be used for short sound effects, there is not really a need anymore for that, I guess. Maybe to export or decode it.

https://github.com/lclevy/unmo3/blob/master/spec/s3m.txt

Link to my question
https://forum.thegamecreators.com/thread/219457

Also with the "source", not completly finished, but a first step, maybe

Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 27th Nov 2018 23:03
With mod support would i belive they would attract some pretty cool devs to make some fun bits with agk for fun.

You could always ask the dev team directly for this support..
Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 29th Nov 2018 22:51
It should be easy to implement with OpenMTP, like PlayMusicOGG it could be PlayMusicMOD, maybe not with all features like play a single note or a single track, or only a loop from note or a pattern, but maybe it could be something like LoadMusicMOD() and this command would render it into OGG in memory. So maybe it is than more like CreateMemBlockFromMOD
AliceSim1
5
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Joined: 15th Oct 2018
Location: Barcelona
Posted: 29th Nov 2018 22:57
In fact in the community of DarkBasicPro there is an updated dll module, which supports OGG, MIDI and MOD Modules, XM, IT, S3M

They could carry this module and adapt it to AGK.

Many users would love this audio support, so versatile and very small sizes of traker music.
fubarpk
Retired Moderator
19
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 30th Nov 2018 00:11
That would be fine for windows programs made with agk
but there would still be issues with android/Ios as that depends on the internal player
fubar
nz0
AGK Developer
16
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 7th Dec 2018 01:02 Edited at: 7th Dec 2018 01:07
I've wrapped BASS and FMOD for AGK. Check the AppGameKit plugins thread.
Of course, these are just for Windows.

I could technically do a Linux version and I think a Mac version, but would be flying blind with it; someone would have to test it.

I asked for native Mod/XM/IT support for years. It would cost TGC something to use those libs commercially.

I also added some of the nice feedbacks for use in AppGameKit as shown in
:
Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 7th Dec 2018 22:35 Edited at: 7th Dec 2018 22:37
but with OpenModPlug it should be possible, to have it without to pay extra fees.

https://lib.openmpt.org/libopenmpt/license/

Mo3 (better compressed Mods, combination of ogg/mod)
https://github.com/lclevy/unmo3

Hively-Tracker for AHX
https://github.com/pete-gordon/planet-hively

this one is used by PureBasic, there are no extra fees for using mod-music in your "games", so it is legaly possible
http://modplug-xmms.sourceforge.net/

Or we need to make a community project out of that. S3M is well documented and if you can decode S3M, it would be possible to transorm that code to MOD and IT
problem with S3M for hardcore users would be, that the Adlib (Midi-like) part is hard to implement, because you would need to emulate the Adlib Sound card in some way. But we could try Wave-Samples only.

We could also contact Bluemoon and ask for help with there SN2-format.
http://www.bluemoon.ee/history/scwin/

another idea could be, to try a noise generator first in native AppGameKit Tier 1 Basic
https://github.com/increpare/bfxr (Apache 2.0 licence)

feel free, to look into my messy code so far from the link above
AliceSim1
5
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Joined: 15th Oct 2018
Location: Barcelona
Posted: 7th Dec 2018 23:05
nz0,
Ohh the music of the video, it is synchronized with the elements of the scene, wonderful !! Beautiful!

I encourage the community, to ask for these special music formats, that the TGC group provide a compatibe module. Or at least indicate that only this audio format is for Windows.
Something is something, right?
Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 7th Dec 2018 23:13 Edited at: 7th Dec 2018 23:19
@nz0
https://www.un4seen.com/
has also Android libs,

but the licence of FMod sounds fair to me, so maybe we could create a wrapper for that, that works also with Android?
https://www.fmod.com/licensing

... or converting c-pointers to agk-memblocks and sound-card-buffers to soundIDs

also the Spine-Animation licence is not free of charge, but somehow implemented in AGK. So it is possible, to integrate not only CC0 code into AGK.
Spine playback code is free for TGC because they don't use it in there games. But to use it completly legaly, you would need to buy at least on Spine program from Esoteric Software.
puzzler2018
User Banned
Posted: 7th Dec 2018 23:25 Edited at: 7th Dec 2018 23:26
As far as i know that mp4 (now deprecated) and ogg for AGK

We can create plug - ins for other sources. Depends if C Nugets are free to use for other open source file formats.

Licensing issues is a head banging headache

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