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71
Free Music Downloads / [Synthpop] Village Sidewalks (it/ogg/flac)
« Last post by Saga Musix on April 29, 2021, 20:14:48 »
Another one I forgot to post... another synthpop coop by Bacter and me, which ranked 2nd in the tracked music compo at Under Construction 2019. I consider this to be a sequel to my earlier track Suburban Streets (which will be ten years old later this year - time flies...). Enjoy!

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72
Free Music Downloads / [Synthpop] Makes Some Sense (it/ogg/flac)
« Last post by Saga Musix on April 29, 2021, 20:12:58 »
Seems like I forgot to post these on this forum in a while... this is a mellow synthpop coop by Bacter and me, released at Deadline 2019 where it won the tracked music compo.

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73
Free Music Downloads / Re: [electronic] Holographic (it)
« Last post by Saga Musix on April 29, 2021, 20:05:19 »
Nice groove, and it doesn't overstay it's welcome. Just the right lenght for the content.
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Free Music Downloads / [electronic] Holographic (it)
« Last post by Louigi Verona on April 28, 2021, 10:04:35 »
A track I made a couple of years back, one of the first tracks made in a tracker after many-many years.

https://modarchive.org/index.php?request=view_by_moduleid&query=191588
75
Development Corner / Re: Small extension to the interactive interface
« Last post by parlance on April 25, 2021, 19:00:58 »
Thank you for your continued work on this!

The idea was to use libopenmpt as the main audio mixing and rendering component for real-time game sound. Sound banks are constructed with the visual interface OpenMPT provides, and the developer can then reference those and play instruments as sound patches with libopenmpt's efficient mixing and rendering, as well as the game music of course. This kind of game sound system would be useful for games that need very dynamic sound control; dynamic music you can actually speed up and slow down or pitch and down, the ability to seek smoothly and seamlessly, etc.

Libraries that are used for this are low in supply and high in demand, and sometimes expensive, like https://www.fmod.com/. libopenmpt already has 98% of the features, while being open source and free. You may find other developers looking for something similar a use case for the library.
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Development Corner / Re: Small extension to the interactive interface
« Last post by Saga Musix on April 25, 2021, 18:40:44 »
I forgot to mention here, the NNA bugfix has found its way into libopenmpt in the meantime, and I also have a commit ready that will add most of the suggested APIs. One that is currently still missing is the one for changing the channel pitch. As I wanted to avoid duplicate code for this feature that will just be used by libopenmpt_ext, I thought that this new API could be based on the recently-added high-precision finetune commands. The resulting API semantics could end up slightly different, though:
The effective depth of the Set Finetune command can be configured individually for each instrument. It's at least +/-1 semitone, but every instrument can in theory have a different finetune depth. I see this both as an upside and a downside:
- Depending on how the module instruments are set up, it would be more difficult to consistently change the pitch for several instruments.
- However, this can also be seen as an advantage: If the API is intended to be used for adding variations to sound effects, you can set up the optimal pitch range for each individual sound effect in the module.

As a compromise, the depth could be restricted to +/-1 semitone for all instruments at the API level, which would result in a lower pitch resolution for instruments that internally have a higher depth configured, though.

Maybe you could give a quick description of what you want to achieve with this API, so that we can better judge which approach would be the best.
77
Help and Questions / Re: Octane VST
« Last post by Cartman1337 on April 25, 2021, 15:32:47 »
Thanks for testing. I have sent a message to Sonic Sounds with more information so hopefully they can fix this CC in their plugin, and if it's not possible I will think of adding a workaround in OpenMPT.

Thanks for you assistance! :) Would be great if I can get this working some way down the line. :)
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Help and Questions / Re: Octane VST
« Last post by Saga Musix on April 25, 2021, 15:21:35 »
Thanks for testing. I have sent a message to Sonic Sounds with more information so hopefully they can fix this CC in their plugin, and if it's not possible I will think of adding a workaround in OpenMPT.
79
Help and Questions / Re: Octane VST
« Last post by Cartman1337 on April 25, 2021, 13:51:13 »
Strike that. I obviously did something wrong the first time. Tried again now, and it played up to row 32, then crashed.
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Help and Questions / Re: Octane VST
« Last post by Cartman1337 on April 25, 2021, 13:46:44 »
I have attached a test module which should help finding the culprit among these three. Please load Octane into that module and associate it with the first instrument. Then play the module. Optimally it should play four scales, but will probably stop playing any sound at row 16, 32 or 48. Can you tell me at which point it stops playing anything?

Tried it now. It stopped playing at row 0, in other words no notes played at all, just like all my other experiments.
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