Recent Posts

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Help and Questions / Re: How heavy module music is?
« Last post by Saga Musix on Yesterday at 10:15:14 »
To add to what manx said, if you add browser-specific mixing routines to libopenmpt, you can just as well create a whole module player in JavaScript. Please do not (mis)understand "emscripten is a supported target" as "we will do everything to make libopenmpt run the best possible way in browsers". The focus for libopenmpt is clearly on native execution. Current trends indicate that JavaScript is going to evolve further so in the future we might have just the same performance in browsers as we have with libopenmpt in a classic C/C++ environment, but this point is not reached yet.

One further random tip that should especially help with atom: libopenmpt by default uses 8-point polyphase interpolation. Reducing this to 4-point cubic spline or even 2-point linear (through openmpt_set_render_param) should greatly improve mixing performance. Even reduing the sample rate to 32kHz or so may help. You may want to add those options to your game to make the audio consume less CPU time for less powerful CPUs.
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Help and Questions / Re: How heavy module music is?
« Last post by manx on Yesterday at 08:12:33 »
Since this library uses the browsers' built-in WebAudio mixing capabilities, its performance will most likely be much better than libopenmpt which has to do all the mixing in JavaScript.
This is a very valuable information. Are there any plans to add "browsers' built-in WebAudio mixing capabilities" in libopenmpt.js?

No, this will never happen. libopenmpt is not meant to make use of any external mixing routines and never will be (neither any hardware accelerated mixing, nor platform provided mixing (like some Javascript API in browsers)).
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Help and Questions / Re: How heavy module music is?
« Last post by RyanBram on Yesterday at 08:01:04 »
Hi, Saga.   :D
I cannot stress enough once again that if all you want to use in your game are simple MIDI-to-MOD conversions, then you would be better off using something like MIDI.js with an optimized soundfont. ...

Please don't misunderstanding me. I think I never mentioned about MIDI conversion in this topic. ;D
Maybe you said like that after you examined my attached module which is a converted MIDI Music. About the attached music, it just an example, because it is pretty much cheaper to convert the existing MIDI into MPTM than paying someone to create MPTM counterpart from scratch for the existing MIDI. Don't worry, the rest of my musics is true Module musics.

Actually my reason to use the following methods to test libopenmpt.js capabilities are:

  • I use nw.js for testing my game;
  • My programmer use chiptune2.js and libopenmpt.js as bases for my game module playback engine;
  • I use Intel Atom, because  I want to make sure if libopenmpt.js is suitable for mobile game or low end device;
  • I use the converted MIDI to Module to benchmark how complex the module after conversion and how good libopenmpt.js will handle;
  • I use several music from MOD Archive to do some testing, and I still heard the problem like I found in converted MIDI to Module. One of the music is FFVIII Boss Battle.

...
Since this library uses the browsers' built-in WebAudio mixing capabilities, its performance will most likely be much better than libopenmpt which has to do all the mixing in JavaScript.
...
This is a very valuable information. Are there any plans to add "browsers' built-in WebAudio mixing capabilities" in libopenmpt.js?

And if it really needed, I can share my game engine to you for examining purpose. I plan to make it opensource on GitHub after I am really sure it is stable enough.

Thanks :)
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General Chatter / Re: Jetpack 2
« Last post by LPChip on June 26, 2017, 17:08:30 »
Apparently you can only buy the game in dollars.
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General Chatter / Re: Jetpack 2
« Last post by Saga Musix on June 26, 2017, 10:47:01 »
I'm sure Adam can fix it quickly. I see you already posted on the forums there. ;)

My part of the soundtrack can now also be downloaded at Bandcamp.
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General Chatter / Re: Jetpack 2
« Last post by LPChip on June 26, 2017, 10:19:51 »
Really nice! Too bad the game can't be bought at the moment. Seems something is going wrong on their end as it says: "No payment options available". Also the forumsoftware does not detect name changes, so there are a few User####### users there.
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General Chatter / Jetpack 2
« Last post by Saga Musix on June 25, 2017, 12:03:11 »
After seven years of development, it is finally done: Jetpack 2, the official sequel to the classic MS-DOS puzzle platformer. Featuring some original MOD music and levels by yours truly (and some other known demoscene musicians). Playable in your browser (if Flash is available) or downloadable to your desktop.
For a limited time, the discount code "finally" will save you 25%. ;)
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Development Corner / Re: text-based tracker formats support
« Last post by manx on June 23, 2017, 06:00:52 »
Quote
specially if such feature is indeed going to be supported
No. You are practically the only person who ever asked for a text-based format because they want to edit module files in a text editor. If you want to edit your songs in a text editor, you can make up your own format and write a converter between that format and MOD/XM/S3M/IT/whatever.
would be great if we could have some scripting support, like running lua or python scripts, for that, as plugins (like you develop and run picture filters for GrafX2, for example) - we would run these converters inside OpenMPT, and that would feel almost like it was part of OpenMPT! ;)

The essential key ingredient for featuers like scripting support or text module export/import is NOT the fact that the representation is text. The essential bit here is that the information is STRUCTURED.
The same thing applies to the module diffing functionality suggested here: https://forum.openmpt.org/index.php?topic=5481.0 .


Quote
and as far as i know, it seems to be not that hard having equivalent txt files
Designing any good file format is hard (no matter if text-based or not). And there is no good reason to design yet another broken format.
In particular, text formats are quite often difficult and slow to parse, and once there is more than one application using such a format, it's only a matter of time until deviations of the format show up which are only supported by one program but not others, etc. (just look at the sfz format, and then try writing a parser for it).
i confess i need to do my part on keep testing and improving it, thanks for the heads up reminding! ;)

Also, something like JSON or XML is essential here, in order to at the very least have at the very least the syntax of the format consistent and defined.

would be great if we could have some scripting support, like running lua or python scripts, for that, as plugins (like you develop and run picture filters for GrafX2, for example) - we would run these converters inside OpenMPT, and that would feel almost like it was part of OpenMPT! ;)
There will be scripting support eventually, but don't ask when that is going to be (I've had it on my nice-to-have list for 7 years now). Designing a good scripting API is also hard. ;)

I think, designing the data structure is actually harder than designing the API here. In the case of modules, the overall structure is pretty clear though. Nevertheless, one must be cautious to avoid redundant or ambiguous data (like some module formats have internally).
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Development Corner / Re: text-based tracker formats support
« Last post by Saga Musix on June 22, 2017, 21:16:00 »
would be great if we could have some scripting support, like running lua or python scripts, for that, as plugins (like you develop and run picture filters for GrafX2, for example) - we would run these converters inside OpenMPT, and that would feel almost like it was part of OpenMPT! ;)
There will be scripting support eventually, but don't ask when that is going to be (I've had it on my nice-to-have list for 7 years now). Designing a good scripting API is also hard. ;)
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Development Corner / Re: text-based tracker formats support
« Last post by nitrofurano on June 22, 2017, 21:09:47 »
Is it really necessary to create this thread on several forums?
i wouldn’t ask if it wasn’t! :o)


Quote
Quote
specially if such feature is indeed going to be supported
No. You are practically the only person who ever asked for a text-based format because they want to edit module files in a text editor. If you want to edit your songs in a text editor, you can make up your own format and write a converter between that format and MOD/XM/S3M/IT/whatever.
would be great if we could have some scripting support, like running lua or python scripts, for that, as plugins (like you develop and run picture filters for GrafX2, for example) - we would run these converters inside OpenMPT, and that would feel almost like it was part of OpenMPT! ;)

Quote
Quote
and as far as i know, it seems to be not that hard having equivalent txt files
Designing any good file format is hard (no matter if text-based or not). And there is no good reason to design yet another broken format.
In particular, text formats are quite often difficult and slow to parse, and once there is more than one application using such a format, it's only a matter of time until deviations of the format show up which are only supported by one program but not others, etc. (just look at the sfz format, and then try writing a parser for it).
i confess i need to do my part on keep testing and improving it, thanks for the heads up reminding! ;)
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