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There's little to be gained from sueing individual artists for misusing a single sample, so even if it was possible I doubt anyone would do it - unless it's maybe a very obvious sample and the tune in question turned out to be a #1 charts hit.
Development Corner / Re: Open ModPlug Player
« Last post by Saga Musix on January 15, 2022, 14:04:37 »
Being able to upload a release on GitHub is completely independent of what you describe, nevertheless the whole process can be improved by using git correctly: From the looks of it you are currently manually mixing & matching the latest versions of the various git repositories, which is error-prone and makes it difficult to know what exactly is being used to build the final product. It would make much more sense if you used git submodules to vendor the various git repositories into the main repository. That way, you can specify exactly which version of which git repository is used. When you're ready to make a release, you'd create a git tag for that version, and you can then create a release on GitHub based on that tag. There's no need for all the aforementioned submodules stuff for that to work (you can attach any binaries you like, no matter if they are buildable with that git repository on its own), but it is very helpful because it allows everything to be built automatically.
Development Corner / Re: Open ModPlug Player
« Last post by sunshine on January 15, 2022, 13:56:58 »
I have never used GitHub's release system. Thanks for the information Saga Musix. I will use this system from now on.
Development Corner / Re: Open ModPlug Player
« Last post by Saga Musix on January 15, 2022, 12:58:28 »
Out of curiosity, why do you host the binaries on Sourceforge? I know their reputation is better these days than 10 years ago (when their owners did shady things with the site), but you can just create a tagged release on GitHub instead and attach the binaries there. This has the advantage that the binaries are clearly linked to a specific git commit.
hi again, im sorry for another topic but i really couldnt fit it in the other topics as this is pretty specific.
i myself dont use TRACKERs, i tried to in the past but not much as i just cannot wrap my head around typing in the notes, i prefer much more a piano roll in a daw. maybe it is just training but i didnt find a good tutorial or havent had the patience yet :/ but since my childhood i just SOOOOOOOO LOVE tracker music, Future crew, alexander brandon, straylight etc. just to name some "more known" ones i guess, also checked a lot on in the past, lovely, i miss these days when also gaming was more fun and not such a big market now, glad there are still trackers out there :D.

ok onto my questions. please correct me if im wrong!

1. trackers use 8 bit samples? stereo or/and mono?
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.
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?

in the end i would love the tracker sound in my DAW but not having to use a TRACKER music software :/, as i wanna use my piano roll...

hopefuly you guys can help me, thx!
Generally this is a legal grey area that noone really cares about. Many of those samples are just samples that have been circulating in the tracking community for years, many of them are also selfmade by the composers on their synthesizers. If you absolutely need 100% certainty that it is legal for you to use the samples then I wouldn't use them, but if not: Hundreds of people have used those samples (myself included). Nobody will probably care if you do, too, as long as you're not suddenly getting rich from using "that one iconic sample from Deus Ex" (whichever that may be ;)).

thx a lot, after exporting some samples i read GOLDSMITH pad, breaks etc. so it seems these samples arent always self-sampled and maybe also just "taken" from them in the past ;). or also breaks/loops from various sample cds i guess. of course if i would ask they wouldnt tell i guess cause of legal issues, but i didnt read or hear that the composer of Deus Ex for example (if that would be the case!) was sued by Goldsmith in the past for using maybe some sample or some sample of a DnB breakloop. :)
General Chatter / Re: Legal/royalty free MOD Samples?
« Last post by ModManiac12 on January 15, 2022, 00:08:16 »
Have a look at this topic:

I'd suggest to start on the last page because as you can see it has been running for over 15 years, so many links on the earlier pages are dead. Also go Help -> Web Resources in OpenMPT for more links.

Last but not least, you will also find a lot of stuff here:

thx so much for the infos, i will check the pages :)
Development Corner / Re: Open ModPlug Player
« Last post by sunshine on January 14, 2022, 22:44:51 »
ModPlug Player 2 Alpha 2 can be downloaded from
* Default colors are now loaded correctly on the first run.
* Sound output device can now be selected, but MPP should be restarted to use the selected sound device (it will be immediate on one of the next alpha versions)
* Sound interruption problem was solved.
* File extensions come from libopenmpt on file opening dialog.
* About window was arranged.
* Version info window was added, it can be accessed from about window.
Development Corner / Re: Strategy to play songs at same volume
« Last post by Saga Musix on January 14, 2022, 18:10:19 »
It should be applicable, maybe with minor modifications. Nothing fundamental should have changed in libopenmpt since I wrote it. I will look into it in a bit.

From my understanding ReplayGain and R128 are both more advanced and take psychoacoustics into account. My approach is a simple normalization, which will for example not care if the peak volume is held across the whole track or it's just 10 milliseconds of audio that are super loud. ReplayGain wouldn't reduce the volume of the whole track because of such a short event, as far as I understand.
Development Corner / Re: Strategy to play songs at same volume
« Last post by jllodra on January 14, 2022, 18:06:02 »
True, and that's why I wouldn't want to implement a complete ReplayGain or R128 normalization in libopenmpt. However, sometimes "I just want all tracks to be roughly equally loud" is a valid use case, and a user of the library may not have the possibility to cache the whole track output upfront for ReplayGain calculation, and it would be considerably more expensive to do this than a simple approximation, so I still think that an optional feature for this makes sense. It would often be better than having no such option at all.

The more I think about it, the more I agree with your point.

Is your normalization patch working for the current trunk? I am curious to see how it sounds compared to EBU or replaygain. If I understand correctly you are doing something similar, but faster.
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