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AMPlayer - Laboratory

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Well, I'm still working on AM4 Player (now named as AMPlayer because of AMM support) and since my lastest builds was much bugs, I decided to make a "laboratory" of AMPlayer, which I'll post my lastest builds to everyone test and enjoy the lastest version without I worry about bugs and/or misses.

Actually I'm working on version 1.1 for AMPlayer. Current changes:

- New GUI interface: more compact and faster.
- AddmusicM support - see below for details.
- Updated SNESAPU.dll to degrade factory version (yes, the same one in SNES SPC700 PLAYER)
- Fixed almost all current known bugs.
- Added a more stable audio player with better sync and latency with GUI.
- Added a bunch of options.
- Added trackbar with options of 1, 3, 5, 7 and 10 minutes.
- Added channel mute option. See Options->Channel Mute or simply press keys 1-8 to toggle channel mute.
- Fixed level bars -- now blue bars show the true volume of a channel.
- Volume bars (green) now turns into purple then the current channel is using surround.

Future changes:
- Fix MML Viewer/Editor (now is broken because of AMM)
- Fix more bugs
- Make AddmusicM engine more stable.
- Allow AddmusicM engine pick brrlist.txt and .brr files from one folder abore .txt file.

--------------------
How to play AddmusicM songs:

Since AMPlayer v1.10 alpha 1, you can now play AddmusicM songs. To play one is simple, just open any .txt like you open normally.

Sampled songs: To able to play sampled AddmusicM songs, you'll need to put a brrlist.txt on .txt folder. And the .brr files should be in folder .txt file\brr or simply .txt file folder.

---------------------
Versions:


Older versions:


I would like some feedback if you use any alpha version to I improve even more.

That's all.
GitHub - Twitter - YouTube - SnesLab Discord
i love you(hetero)
Woow, this was unexpected! I almost thought you deserted the project or it went very slowly but now I'm actually very surprised! All the changes, fixes, new things are really wonderful, and the main thing (AddmusicM compatibility) works perfectly.

Can't wait for the further fixes/versions, and I'm really glad that you're still on this project. Thanks a lot for making this!
Looks promising.

I noticed a couple of bugs in the alpha, though.
  • Drag-and-dropping files onto the executable doesn't work anymore.
  • The seek bar seems a bit iffy when you try to drag on it.

Also, I was trying to port a song, but AMPlayer (both the alpha and the older version) repeats the first 32 notes of the first channel for some reason:
Code
$ED $80 $6D $2B 
$ED $80 $7D $00 
$F0

#0 w255 t68 v225 y6
o4r1/l16@3

(1)[f+rc+>rc+<rc+r]3(2)[f+rfrf+rg+r]1 ; <-- This line
(1)3(3)[bra+rg+rf+r]1
(1)3(2)
(1)3(3)

#1 v200
o2r1/l4@13

f+r8f+8>c+r<
br8b8>c+r


Oddly enough, it works just fine when the second channel is removed.
GradientToolLevelMusic UtilitySM64 Clean ROM verifierHQX VirtualDub FilterImoSPC2 (Alpha)Music Section SPC PlayerEmbeddable SPC Player for SMWCYouTube EmbedderJSRomcleanJS Address ConverterLazyHDMA
Originally posted by ShadowFan-X
Also, I was trying to port a song, but AMPlayer (both the alpha and the older version) repeats the first 32 notes of the first channel for some reason:
Code
*insert song*

Oddly enough, it works just fine when the second channel is removed.

That's probably because the second channel is shorter, causing the whole song to loop over and over again. It's completely normal, just keep in mind that the song will loop as soon as any of the channels ends. To avoid that you could possibly put some rests at the end of channel #1 (I use [r1]99 in WIP txts for example).
The alpha is incredibly laggy on my 2.4 Ghz Dual Core, 3GB RAM computer.
Not sure what the problem is. The AM4-only version doesn't have this lag.
Check out my music!
Strange. The alpha version should run much faster than the old one, I made billion of optimizations and even switched to a new audio internal player.

Probably I'll add a option to change Frame Rate of bars. Alpha runs at 50 FPS while the old one is 60 FPS. Maybe changing to something like 7.5 FPS should be good.

Also doing a new version. If anyone have suggestions, please post here.
GitHub - Twitter - YouTube - SnesLab Discord
Well, I think you could add a playlist. That would be cool. I know not every game's spcs are supported (such as DKC2 and ChronoTrigger + Romancing Saga 3) but it may help someone.

Also maybe some sort of a selectable loop on the "Time:" So porting something will be much easier.
Luigi370, I'll see what I can do.

Well, I made a less laggy version of AMPlayer, if someone is having trouble. On first post.

For best performance, make sure to play at 32.000 KHz, 16-bit and 2 channels.
GitHub - Twitter - YouTube - SnesLab Discord
A feature that I'd like to see is the ability to turn off individual channel during the playing of the song. That's about it.

The tool is awesome so far.
I wonder what a HFD opcode would do in ASM...
Oh. You can do that with Alpha version. See Options->Channel Mute or press keys 1-8 to toggle channel 1-8 mute.

Also, I've a idea of a note dumping system: basically, AMPlayer will trace every pitch, adsr, sample number, etc, and log into a .txt file. Then I advance more, I'll convert pitches into notes and other data into N-SPC command, converting a .spc file into mml/.txt file from ANY game!
GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by Vitor Vilela
converting a .spc file into mml/.txt file from ANY game!

Haha, really? That would be pretty epic. The tool is already awesome enough.

I noticed 2 bugs, though. The MML editor apparently doesn't work anymore? Also, if you press 1-8 before a file is loaded, an exception pops up. Not like anyone would do that but still, seeing unhandled exceptions is sort of annoying. :p

Err, nevermind the first one. Forgot to read the changes.
This is absolutely amazing! I really like the SPC support (Lunar Magic kills SPC700 player), so I can finally listen to stuff like The Dreadful Fight while designing!
I also like the grayscale effect when you disable a channel, but the bug Iceguy found out is confimed. It appears to be a Null Reference Exception, or to be more specific, "Object reference not set to an instance of an object".

Just one thing I want added, unless, of course I missed it. Being able to choose a sample bank.
To be more specific, an option that allows you to browse and load up a specified sample bank, as I'm one of people that keep their samples in a different folder than the TXT's folder.
Originally posted by Vitor Vilela
Oh. You can do that with Alpha version. See Options->Channel Mute or press keys 1-8 to toggle channel 1-8 mute.

Also, I've a idea of a note dumping system: basically, AMPlayer will trace every pitch, adsr, sample number, etc, and log into a .txt file. Then I advance more, I'll convert pitches into notes and other data into N-SPC command, converting a .spc file into mml/.txt file from ANY game!

Well, I was awared of that. It will make porting music not hard at all, so people will use that way of porting which is the easiest way. People will want comments on "their" works and they will have only good ones.

I don't think it will be a good idea.
"It's not a good idea to make it accessible to everyone because then the people who do it (including me) are not special any more" is a pretty stupid argument and selfish as heck.
Your layout has been removed.
Gotta agree with leod. I've been porting since Addmusic was released over five years ago and I would be delighted if such a feature Vitor mentioned came to be. Besides, it would only work with SNES games based on what he said - you'd still require a high level of skill to accurately port something that ISN'T from the SNES.

If anything, it would be a huge help, especially to aspiring newcomers.
Absolutely agreeing with the previous 2 posts. Anything that reduces the huge amount of manual labor needed for creative development like musical work is great. The counter argument that puts the self interest of a few self conscious music porters ahead of pretty much every hack designer that could benefit from this...yeah, I can't really take it very seriously. I felt the same way the last time this sort of discussion popped up and don't see any reason to think otherwise.
I say have such a feature, it'd basically stop there being so many music requests in both the thread and requests section since the people wanting SNES music could just easily port it themselves.

Plus, it means in theory we could probably get older songs and addmusic m songs working in addmusic 4 by porting from the spc, right?
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
As someone who basically ported music from day 1 too, I'm also very excited about this possible feature! This is developing really well!

I agree with all posts above.
Being able to port any SNES song will be a really good feature. Not only most SNES ports will improve, but we will also stop some requests from flooding the request section.

Edit: Be careful... I migh sneak onto someone as I'm now a Shadow!
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