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Okay, as of r16529 (soon available from https://builds.openmpt.org/builds/) there is a new option in the general settings, "Play whole row when navigating". This causes the whole row to be played when navigating up or down in the pattern.
There is also a complementary keyboard shortcut called "Toggle row playback when navigating" which toggles aforementioned option without having to visit the settings dialog. The new status after toggling the shortcut can be read from the status bar after it has been toggled.

Let me know if this is useful for you or if any changes are required.
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That's only the settings for the first instrument. Did you change any of the other instruments in that dialog? If you didn't, all instruments should be export with a 1:1 module to MIDI note mapping. But keep in mind that note labels in OpenMPT do not necessarily map exactly to how other software displays those notes (e.g. OpenMPT's C-5 is typically C4 in MIDI-based software).
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thx so much for your help i prepare some comparisons, cause in OpenMPT i dont see the origins why it sound there like that and then having the midi channel sounding totally different e.g. some cymbal. it is transposed to B6 in openmpt, but the midi is in C3 suddenly.... it is very strange and i wonder how it gets exported to midi when it isnt the same note?
If you export drums on the percussion channel (MIDI channel 10), then they will be mapped to the corresponding General MIDI drum key (which is mentioned in the dropdown menu where you most likely chose the crash cymbal). If you do not want that kind of mapping, you must export drums as melodic instruments instead. Then the notes will stay exactly as they were in the pattern.

thx i used so far this setting, is this wrong?
i open a mod file and go to export to midi and then ok

https://i.imgur.com/fRgR6Ys.png
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thx so much for your help i prepare some comparisons, cause in OpenMPT i dont see the origins why it sound there like that and then having the midi channel sounding totally different e.g. some cymbal. it is transposed to B6 in openmpt, but the midi is in C3 suddenly.... it is very strange and i wonder how it gets exported to midi when it isnt the same note?
If you export drums on the percussion channel (MIDI channel 10), then they will be mapped to the corresponding General MIDI drum key (which is mentioned in the dropdown menu where you most likely chose the crash cymbal). If you do not want that kind of mapping, you must export drums as melodic instruments instead. Then the notes will stay exactly as they were in the pattern.
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A lot of tracker techniques cannot be cleanly translated to MIDI. This particular track for example uses volume slides to create a gated sound, something that cannot be easily expressed in the world of MIDI. Never expect that that modules that were not designed with MIDI export in mind will export cleanly - almost every one of them will require some sort of manual rework, often lots of it.
As a workaround, you could patch this instrument up to a synthesizer plugin that has an arpeggiator, and set the arpeggiator to 16th notes. It would sound similar.

thx so much for your help i prepare some comparisons, cause in OpenMPT i dont see the origins why it sound there like that and then having the midi channel sounding totally different e.g. some cymbal. it is transposed to B6 in openmpt, but the midi is in C3 suddenly.... it is very strange and i wonder how it gets exported to midi when it isnt the same note? i imported the exact sample to the midi channel with a sampler and then it sounds totally different.
in openmpt i see NO pitch shift or timestretch so it should play the same, i even played around and transposed the sample by ear, nowhere near the same, im getting crazy hahaha, this must be recreatable in a MIDI DAW. i will complete my material tomorrow, i just want to understand why it sounds different and what to do to achieve the same results and to see in the tracker what they did.
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Free Music Downloads / [other] Kacsa (ogg)
« Last post by Vojvodinosaurus on January 15, 2022, 15:28:58 »
https://drive.google.com/file/d/1utHiXtvhWTZoRxdSoYW_10mi-92I8PGj/view?usp=sharing

So this is a weird track to say the least, it's some of my old stuff. Apparently a friend of mine thinks this sounds like it came from Twisted Metal :P
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General Chatter / Re: Legal/royalty free MOD Samples?
« Last post by Saga Musix on January 15, 2022, 14:20:40 »
To be very frank, I think many people who claim that their music is completely royalty-free or public domain or whatever do not think about whether all parts of the module really are (they just think about the composition but not the sample). Many of those modules declared to be in the public domain use ST-01 samples for example, and those samples are taken from famous 80s synthesizers, among other sources. And of course this sample disk was sold alongside a commercial product (Ultimate SoundTracker), and while it has been long discontinued, most people using those samples never paid for that product.
Is it likely that anyone will get sued for using them? Again, no, it's not likely at all that this would ever happen. But if you ask for the legal status of those samples, it's simply impossible to give a clear answer. If being 100% certain that all material you use is 100% royalty-free and legally "clean" is of importance to you, you cannot use these sources. Most people don't go that far and are happy with living a legal grey area that probably noone ever got sued over, though.

More interesting answers on this topic are provided here, especially those answers by Ceekayed are worth reading: https://modarchive.org/forums/index.php?topic=4602.0
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1. trackers use 8 bit samples? stereo or/and mono?
I'd say whether the samples are 8 bit or 16 bit doesn't really change anything. Since you mention Unreal Engine games, you will find plenty of 16-bit samples in those.
Stereo vs mono is much more important, but that's not specific to tracker music. Of course to get a nice stereo spectrum, you need to work completely differently with mono samples than you would with stereo samples. The Unreal Engine games you referred to all use mono samples, so if you want to create something similar, that is probably the way to go. Even when using stereo samples of exactly the same sources as those mono samples, the resulting stereo image of the music will be completely different. You can observe the same effect outside of trackers in sample-heavy music from the 90s, like jungle music. Most producers were using samplers back then, and mostly using mono samples. This gives this type of music a very distinctive sound that would be very different if it was recreated with stereo samples.

2. what made or makes the songs out of trackers sound so unique? i mean if i listen to e.g. CRUSADER NO REMORSE, DEUS EX, UNREAL etc. it sounds so unique. is it the samples? i also listened on youtube and some tracker music like Techno, Drum and bass, trance etc. which sounded more STANDARd but still kinda unique and old school, not as CLEAN (i dunno how to describe!) as nowadays.
A bit of everything. Have you thought about the fact that all of those soundtracks are written by a very small group of people, and that this group of people have very recognizable music styles? Of course you can just take their samples and maybe that would give your own track a but of an "Unreal" feeling, but it's only one part of the equation. Alex Brandon has a very distinctive style that you can still hear in his modern soundtracks that are not done with a tracker. That shows that neither the samples nor the software used are all that important (but they do contribute of course), the creative mind behind the music is much more important I think.

3. is there a way to emulate this sound in a DAW like Cubase for example? there are plugins which could just be on the master bus and turn down the sample rate to 22khz for example, i tested it and played some VSTs but it didnt sound like tracker music, so i must be missing something?
There is no need to turn down the sample rate. What can help is using a sampler that allows you to use lower-quality resampling (interpolation settings). There are plugins that specifically try to emulate the sound of some famous 90s sampler hardware, those could be a starting point. Trackers aren't identical to that hardware but their sampler code typically has very comparable fidelity. If you just use the default sampler of your DAW, its focus is probably much more on high-quality playback of samples, so old, low-quality samples taken from MODs will sound very muffled in them.
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General Chatter / Re: Legal/royalty free MOD Samples?
« Last post by Vojvodinosaurus on January 15, 2022, 14:13:52 »
What about samples from public domain mods on modarchive? Are all those samples public domain too?
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Development Corner / Re: Open ModPlug Player
« Last post by sunshine on January 15, 2022, 14:11:50 »
I don't know how git submodule system works, so firstly I need to understand git submodules system. Step by step the automation can be done as you mentioned, but firstly I need to understand how git submodule system works, and then I will modify the project to make it compatible with git submodules system.
Thanks again for the information Saga Musix. I added binaries to the release manually on GitHub now, but I will do the configurations you mentioned. We can discuss it later when I understand the things you mentioned. I need to read some documents to understand it.
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