Recent Posts

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11
Feature Requests / Re: Do you have open feature requests here? Read this.
« Last post by nitrofurano on June 22, 2017, 14:01:27 »
i can’t create an account on the issue tracker - how can we do that?
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Help and Questions / Re: How heavy module music is?
« Last post by Saga Musix on June 21, 2017, 00:29:11 »
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. 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. Currently you are taking a detour that is both bigger and slower than using a proper JavaScript solution.
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Help and Questions / Re: How heavy module music is?
« Last post by RyanBram on June 20, 2017, 03:57:15 »
OK.
Thanks a lot for every information you gave to me. ;D
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General Chatter / Re: Resize Window
« Last post by Rakib on June 19, 2017, 11:02:52 »
You can just stretch it out even though maximize doesn't work.
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General Chatter / Re: Resize Window
« Last post by Saga Musix on June 18, 2017, 15:32:10 »
I don't think that maximized windows can span several screens in Windows (you will have to keep the window in windowed state). If it is possible, there is no code in OpenMPT that should prevent you from maximizing the window over several screens.
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General Chatter / Resize Window
« Last post by Wodd on June 18, 2017, 14:45:22 »
I have 3 monitors connected to my computer. When OpenMPT's window is maximized, its recorded resolution is 1,936 pixels wide by 1,096 pixels high. Is there a way that I can make it utilize the full workspace (i.e., make it, in my case, 6,416 pixels wide [I have 2 monitors running at a resolution of 1,920 by 1,080 and 1 running at a resolution of 2,560 by 1,080.] by 1,096 pixels high) while it is maximized? With it having a recorded size of 6,400 pixels wide by 1,080 pixels high, it clearly does not take up the full workspace. When it has a recorded size of 6,414 pixels wide by 1,087 pixels high, I have missing information. Specifically: At 1,936 by 1,096, I see 36 rows (0-35) and 70 patterns (0-69) when viewing the Patterns tab. At 6,414 by 1,087, I see 35 rows and 256 patterns. Adding the additional 16 pixels to the height and width yields 1 additional row and 1 additional pattern, respectively. I looked at mptrack.ini. I modified the lines labeled ScreenCX and ScreenCY. But, that did not resize the window. Note: The recorded resolution of 1,936 pixels wide by 1,096 pixels high is for the maximized window. I have searched for tools to change the size of a maximized window, but to no avail.
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Help and Questions / Re: How heavy module music is?
« Last post by manx on June 16, 2017, 07:58:06 »
My programmer has finished the engine for my game. When I tried the result, some modules can be played flawlessly, but some modules will sounds noised for the first time they are played. If they are played second time, they will be played flawlessly.

This can have various reasons:
1. The Javascript VM Just-in-Time compiler might have to recompile parts of libopenmpt multiple times when it encouters previously unexercised code paths during playback.
2. The Javascript VM garbage collector kicking in and stalling the whole Javascript execution at unfortunate times or for unfortunately long intervals.

Then I tried to playback my module using chiptune2.js sample project from GitHub and the problem also appear.

Very likely exactly the same issue. I can also hear occasional stutter.

1. Does the problem come because the complexity of my module music?

Maybe, maybe not. If less time is consumed for rendering the module by libopenmpt, it is more likely that whatever the Javascript VM has to do additionally still manages to finish in time.

2. Does the problem related to the CPU that I use (Intel Atom X5-Z8300)?

That CPU is REALLY slow. So trying with a faster CPU will almost certainly improve things. Also, do try different Javascript VMs or browsers. They all have very different performance characteristics that might or might not also affect this.

3. Is it possible to improve libopenmpt for better performance in Javascript?

There is nothing Javascript specific being done in libopenmpt at the moment and I doubt that anything Javascript-specific would help here. Short of the CPU being just too slow (which can be fixed by either using a faster CPU or general libopenmpt performance optimizations (which generally always happen, we certainly do not make libopenmpt slower for no reason)), there is probably nothing that can be done here. Your developer might want to look into the issue from the Javascript side and analyse where exactly the cause for not rendering timely is. libopenmpt itself does not do anything that would explain the stuttering.
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Help and Questions / Re: How heavy module music is?
« Last post by RyanBram on June 16, 2017, 03:22:50 »
Hi, everyone.

My programmer has finished the engine for my game. When I tried the result, some modules can be played flawlessly, but some modules will sounds noised for the first time they are played. If they are played second time, they will be played flawlessly. Then I tried to playback my module using chiptune2.js sample project from GitHub and the problem also appear.

My questions are:
1. Does the problem come because the complexity of my module music?
2. Does the problem related to the CPU that I use (Intel Atom X5-Z8300)?
3. Is it possible to improve libopenmpt for better performance in Javascript?

Thank you for your attention.

Note:
I attached my MPTM music if somebody want to analyze it using Chiptune2.js.
19
Development Corner / Re: libopenmpt emscripten port
« Last post by manx on June 15, 2017, 05:33:15 »
... But that version will not have MP3 support, and thereby no MO3 support, due to legal reasons. ...
MP3 patent has expired now. Is it possible for OpenMPT developers to re-consider the inclusion of complete MO3 support in emscripten version of libopenmpt?

libopenmpt has had MP3 support when built with emscripten for quite a while now. It is not enabled by default though.

We generally support both libmpg123 and minimp3 for MP3 sample support, but only minimp3 is tested with emscripten and has support in the Makefile build system. For simplicity and ease of use reasons, we statically link everything into a single library with emscripten. minimp3 (and also libmpg123) are LGPL licensed, which means, in the case of static linking, the whole resulting compiled binary (and thus also the used source code) would also be subject to LGPL licensing. As libopenmpt is BSD3 licensed, we do not want to have a default build configuration effectively change the license to LGPL, which is why we do not enable MP3 sample support for emscripten by default.

If you do not mind the license implications, you can just use make CONFIG=emscripten USE_MINIMP3=1 (works for both, libopenmpt 0.2 and libopenmpt 0.3). For libopenmpt 0.2 you have to download minimp3 yourself and put it into include/minimp3/ (I am considering actually shipping it in the next 0.2 release), for libopempt 0.3 it is already included.

libopenmpt 0.3 also has MO3 support enabled even without having MP3 sample support enabled (will just not load the MP3 encoded samples in this case, Vorbis encoded sample or uncompressed sample will work just fine). libopenmpt 0.2 automatically disables also Vorbis support (and I think also MO3 support completely, but I do not remember exactly (I can look it up if desired)), if not MP3 support is enabled.
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Development Corner / Re: libopenmpt emscripten port
« Last post by RyanBram on June 15, 2017, 01:39:23 »
... But that version will not have MP3 support, and thereby no MO3 support, due to legal reasons. ...

Hi.
MP3 patent has expired now. Is it possible for OpenMPT developers to re-consider the inclusion of complete MO3 support in emscripten version of libopenmpt?

Thanks.

News:
https://www.theregister.co.uk/2017/05/16/mp3_dies_nobody_noticed/
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