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FamiTracker > General > Source and development > Famitracker C# Code Expansion Owner: VAJARAN New post
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Famitracker C# Code Expansion Posted: 2014-05-20 19:43 Reply | Quote
VAJARAN



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#57547
What if every mega man fan game could have real 8bit covers of their music by linking the famitracker.exe application to their game with a line of code or a special utility? Take MM8BDM for example which uses the FMODEX sound system.

Posted: 2014-05-20 20:03 Reply | Quote
cpow

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#57548
You can link against the Qt FamiTracker shared library in Windows (famitracker.dll) or OSX/Linux (libfamitracker.so) and load/play music that way. Check out [url=http://famitracker.com/forum/posts.php?id=5625&highlight=]this post for an example of a program that does just that. Based on my experience with that endeavor, I will eventually be enhancing the library with utility routines to make loading and playing/controlling a song simple API calls.

So...what if?

Posted: 2014-05-20 20:05 Reply | Quote
cpow

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#57549
Qt FamiTracker can be found [url=https://github.com/christopherpow/nesicide]here, for now. I might move it to its own repo some day. Builds for Windows and Linux are available [url=https://sites.google.com/site/nesicideproject/documents]here.

Posted: 2014-07-27 06:37  (Last Edited: 2014-07-27 06:39) Reply | Quote
CheeseGuy99

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#59840
Back to the days of live-rendered music. The limitations...
But the adventures...

Hey, I'm not a really expertish person in this, but is there some way to use the famitracker.dll in Unity3D?

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Posted: 2014-07-27 07:06 Reply | Quote
ElHuesudoII

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#59842
Wouldn't it be easier to render to NSF and use NSFPlay's in_yansf.dll to play it?

Posted: 2014-07-27 13:00 Reply | Quote
Roflo

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#59845
why dont convert the song to mp3?

Posted: 2014-07-27 16:02 Reply | Quote
CheeseGuy99

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#59849
Well, It may be easier to use NSFs, but MP3s, on the other hand... Well, there's usually an intro, which plays once, then an amount that loops. That's the problem with MP3s and WAVs. However, With a bit of fiddling, it works, and it's a lot more optimized.

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Some other places I've tried to conquer:
[url=http://chipmusic.org/ch3dd4r]Le Chipmusic
[url=http://battleofthebits.org/barracks/Profile/CH3DD4R/]Le BattleOfTheBits
Posted: 2014-07-29 02:12 Reply | Quote
TechEmporium

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#59935
Well, if anyone recalls the chiptune scene, every MOD, XM & IT file is actually machine code & their players are technically emulators. Take XM for example; XM files are Amiga extended modules, essentially machine code compiled specifically to play on Amiga hardware. NSF files (& FTM files, if you want to consider them as such,) are the NES equivalent; NES machine code meant to play on NES hardware.

Now, the beautiful thing about computers is that you can emulate Amiga & NES hardware in the form of audio players so that you can play such modules; uFMOD libraries (used in many keygens & demos) can play XM files, while NSFPlay libraries do it for NSF files & Qt FamiTracker libraries do it for FTM files.

Technically, if you really wanted to, you could make a keygen using the Qt FamiTracker libraries & embed an FTM file instead of an XM file.

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Posted: 2014-07-30 14:37 Reply | Quote
Delek

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#59994
[quote=TechEmporium]Well, if anyone recalls the chiptune scene, every MOD, XM & IT file is actually machine code & their players are technically emulators. Take XM for example; XM files are Amiga extended modules, essentially machine code compiled specifically to play on Amiga hardware.[/quote].MOD, .XM (actually an extension of .MOD) and .IT are module formats, just like .FTM. They do not contain machine code, instead they have Instruments, Envelopes, Timings and note data just right inside the format.

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Posted: 2014-07-30 17:07 Reply | Quote
rainwarrior

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#60001
MODs are not machine code. MOD originated on the Amiga, but that doesn't mean there is software contained in it. A MOD player on another system may be an emulation of the Amiga's sound capabilities, but NOT of its CPU. Most MOD players aren't going for accurate Amiga sound emulation, though, only generic sample playback.

XM and IT never existed on the Amiga, aren't based on the Amiga's capabilities, and also don't contain any machine code for their original platform (DOS).

The machine code is in the player executable, not the MOD/XM/IT file.

Posted: 2014-07-31 02:01 Reply | Quote
TechEmporium

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#60023
Thanks for correcting me, guys. The more I learn...

But yeah; what I mean to say is that the FTM format now has its own libraries (like how the MOD format has uFMOD libraries,) which technically means that people can now use FamiTracker to make music for embedding in demos, keygens & directly into games without exporting to WAV/MP3.

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Posted: 2014-07-31 14:26 Reply | Quote
Delek

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#60042
Yeah, that's true, however, I'm looking forward to .FTM format specs (jsr-signal!!!), I think that there's not lot of ftm players (Winamp plugins, Java Libraries, dlls, etc) because of the lack of information about the format.

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Posted: 2014-07-31 18:53 Reply | Quote
Roflo

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#60045
you can look at the source . But, of course, having a spec is still better than extracting it from the code.

Posted: 2014-07-31 20:07 Reply | Quote
Delek

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#60051
I tried but I gave up. :P

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Posted: 2014-07-31 20:25 Reply | Quote
Dr_Mustache

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#60054
Delek, have you seen this already?

[url=http://famitracker.com/wiki/index.php?title=FamiTracker_module]http://famitracker.com/wiki/index.php?title=FamiTracker_module

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