.MOD Music Question

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tribasic
Posts: 3
Joined: Tue Apr 21, 2009 1:18 pm

.MOD Music Question

Post by tribasic » Tue May 19, 2009 12:35 am

Has anyone here had any problems playing their .MOD files? I find quite a few of my .MOD files have scratchy or distorted sound. It sounds like some of the sound samples are being read from an incorrect memory bank or something.

I'm using RAW2C.EXE to create the compiled version of my .MOD files. I've tried using the tutorial below, but still had problems with some .MOD files.

http://www.codemii.com/2009/04/21/tutor ... /#more-509

I’ve searched all over the place for an answer, but was only able to find this thread about changing the sound buffer in gcmodplay.h:

http://www.forbidden URL.com/forums/showthread.php?t=4612

I would have tried changing the buffer size in gcmodplay.h, like the thread suggested, but I wasn't able to find any buffer values in that file.

Thanks to anyone who can shed some light on the subject.

Tribasic

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DeeKay
Posts: 4
Joined: Thu Aug 12, 2010 9:07 pm

Re: .MOD Music Question

Post by DeeKay » Fri Aug 13, 2010 2:14 pm

Hi,

Could you tell me which .MOD files you are trying to play and explain a bit more about what goes wrong?
I would like to implement some .MOD or .S3M files (possibly .XM too) myself and as I understand it, the GCMOD engine needs a bit more work?
I've already looked around in the code of GCMOD, but haven't done serious testing...

I've done a MOD-Player on the good old (antique) DOS platform a long time ago, and although it never was publicly released it would be interesting to compare code...(if possible anyways, it should be still sitting on one of my OLD HD's)

At this time, I do not know if anyone is working on code to do the above things, but I'd rather do it myself for my own needs since the player I need has got to have game capabilities (like e.g. playing game efx on spare channels)

However, since I'm new at devkitPro, probably have to do some trial and error stuff before I can go on to the real deal.

Greetz,

Deekay

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