GP32 Best Soundlib?


seryu

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Simple question: Best soundlib?

I used CHN libmodplay, but now his website is closed.

I looked at:
SDL_mixer -> use SDL code :(
libmikmod -> beta & use Mr.Mirkos SDK :(
my owned libmodplay -> only MOD

I wanted to play xm/it/s3m so, what could I use?

Best regards.
 
have a look at spivvy's mlib, it's far from complete but it already has 16ch mod and 16ch sfx and is sdk independent
 
I've never heard about 16chn mods. :(
Are not mod files limited at 4 channels??
Is there any tool to transform an it/xm to 16chn mod?
cheers
 
Today I use CHN's MOD LIB, but I think I'll migrate to Mr Spiv mlib.
More simple and more "freedom", perhaps more faster ... I need to bench this part :)

@kmkzk:
You can have 32 chan with mod (Judi - Dope have 28 chans :))
To convert from IT/XM to MOD you can use MODPLUG TRACKER, but often the music is really bad :), it depend of the music test yourself.
 
I would like IT support. :)

libmikmod IS a port of MikMod, but it's set up in such a way that you need Mr.Mirko's sdk. Also, it waits in a loop until a buffer is free before it returns to your code, so it's a little slow.

Oh well. Just as long as SOMETHING has IT support, I'm fine. :)
 
The old version of libmikmod is not beta and is for Gamepark SDK. The other one by Pea is a port to Mirko's SDK and is in a preliminary state.
 
JyCet posted on Apr 20 2005 at 09:02 PM said:
Today I use CHN's MOD LIB, but I think I'll migrate to Mr Spiv mlib.
More simple and more "freedom", perhaps more faster ... I need to bench this part :)

Definitely faster than CHN's.. because CHN's lib uses Gamepark's SDK, which basically means the lib does double mixing. First within the modplayer to create data to soundbuffer and after that the SDK mixes the soundbuffer (again) for the hardware DMA buffer.. poor mlib skips one mixing step hitting the HW directly.
 
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I really need IT support. I can't convert my songs to MOD; too many effects and stuff would be removed. Currently, Pea's port of libMikMod is the only modplayer that I know of that isn't a standalone player (eg, I need to be able to put the player into the game), that supports IT, so I have to use that. If mlib acquires IT support, I'll use that.

You know, the more I think about it, the more I want to just make my own music engine. I mean, I make chiptunes for my game music, so all I'd need is a library that plays variable-width pulse waves, white noise (variable frequency!), and custom waveforms, and I'd be set. :)

Well anyway, that's my stance, so yep. Uh huh. :)
 
Sorry, haven't had time to remove that 'waiting' that occurs in libmikmod. It still also crashes when it uses the main soundbuffer in Mr.Mirkos SDK, so there might be some custom code for that going in too.
 
Drag posted on Apr 22 2005 at 01:33 AM said:
You know, the more I think about it, the more I want to just make my own music engine. I mean, I make chiptunes for my game music, so all I'd need is a library that plays variable-width pulse waves, white noise (variable frequency!), and custom waveforms, and I'd be set. :)

Well anyway, that's my stance, so yep. Uh huh. :)

That's the spirit! Go for it. <rant>I never understood this mania of just porting everything</rant> :rolleyes:
 
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mr.spiv posted on Apr 22 2005 at 07:04 AM said:
That's the spirit! Go for it. <rant>I never understood this mania of just porting everything</rant> :rolleyes:
I agree with you.
At the moment, I have not ported anything. All is custom made.
I found it more satisfying.
But if one day I find something I like lot, I don't discard porting it :lol:
 
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Blah posted on Apr 21 2005 at 02:01 AM said:
The old version of libmikmod is not beta and is for Gamepark SDK. The other one by Pea is a port to Mirko's SDK and is in a preliminary state.
I tryed to compile that but it was impossible for me.
I couldn't find the compiled library also :( Do you know if the old version of libmikmod is compiled and available?
However, i'll try pea's libmikmod in Mirkos SDK.
cheers
 
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