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FR: MOD/XM/S3M/IT support #77
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Currenly, HipremeEngine is using https://github.com/AuburnSounds/audio-formats for decoding. Seems like both MOD / XM is supported. I never used those kind of formats which is why I don't list them on the engine. If you wish to test them, give it a try and send me if it worked. I think I don't even have a file in that format to test |
Hey, we have some module files to work with. S3M files and all can be found on this profile of the ModArchive https://modarchive.org/index.php?request=view_artist_modules&query=69185 and Jeroen Tel has both mod and XM files ready for testing https://modarchive.org/index.php?request=view_artist_modules&query=83766 I too would like to know the steps required to properly test these formats actually. Is there a way to test with a script or something like it? (or does it runs through HipAudio) |
Hello! Sorry for the late reply! import hip.api;
class MainScene : AScene
{
@Asset("sounds/myfile.mod")
IHipAudioClip clip;
IHipAudioSource src;
mixin Preload;
override void initialize()
{
src = HipAudio.getSource();
src.clip = clip;
}
override void update()
{
if(HipInput.isMouseButtonJustPressed())
src.play();
}
}
mixin HipEngineMainScene!MainScene; Should be like that |
Could you give me a step by step? I am getting my wet feet with HipremeEngine and I thought by changing parameters in testscene.d would do the trick (change the .wav to .xm or .mod), which in the end didn't |
What happened when you changed to .mod? |
HIP: AssetManager: Loading Audio: sounds/fracture_in_space.mod
|
Oh I'm pretty sure that my engine actually checks for those extensions, so, I think it is a matter of only validating them, gonna update asap |
I went ahead and tried the latest commit, this is what I get instead: |
Sorry this was untested :( I'll update it real quick |
By the way, don't worry. I'll report as fast as I can regarding updates to this, is not a problem for me. This is what I got now when doing the latest commit and dub: HIP: AssetManager: Loading Audio: sounds/fracture_in_space.mod
|
That is a bit more involved now, please attach your sound here and I'll test more of it in future. |
Sure. You can find an alternate XM here https://modarchive.org/index.php?request=view_by_moduleid&query=199820, and an IT file too https://modarchive.org/index.php?request=view_by_moduleid&query=200262 And in the .ZIP you have the two modules I tested while trying to get it to work. The only parameter I changed was that testscene.d from the .wav file to one of the modules in particular. |
This is something of an optional thing but I think it'd be pretty useful to showcase be it on gamejams or technical demonstrations of the engine. These formats are known for being made from a program known as a tracker, and they contain sample data and everything needed to run standalone. I was wondering if it would be feasible or possible to have this added on the HipremeEngine?
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