[Ohrrpgce] SDL_mixer and loop points

James Paige Bob at hamsterrepublic.com
Thu Nov 21 04:53:29 PST 2019


The loop support thing sounds cool. I like the idea of in editor support,
although we'll probably also want some in-editor warning text to let people
know that support is dependent on backend.

As for the relicensing, I haven't forgotten about that. I do still want to
do it.

Could using a GPL3 licenced music library work better if it was a dynamic
library, for greater separation? Sort of like how gfx_directx is
implemented as a dll?

---
James

On Thu, Nov 21, 2019, 6:33 AM Ralph Versteegen <teeemcee at gmail.com> wrote:

> I know I've discussed this before, but apparently not on the mailinglist.
>
> SDL_Mixer 2 added support for .ogg loop points a couple of years ago.
> (Strangely it's not in the changelog)
>
> Loop points work as LOOPSTART and LOOPEND or LOOPLENGTH (optional)
> comments embedded in the .ogg file. LOOPSTART+LOOPLENGTH is RPG
> Maker-compatible.
>
> Within the last few days to weeks, more stuff has landed in SDL_mixer hg.
> -loop points in FLAC files (note: I compiled sdl_mixer.dll without FLAC
> support)
> -loop points can now be expressed in hh:mm:ss notation, or named
> LOOP_START or LOOP-START, for compatibility with Doom source ports
> https://zdoom.org/wiki/Audio_loop
> -loop points now respect the number of times we asked SDL_mixer to loop
> the song. I believe after that number of loops, it'll proceed past LOOPEND
> to the end, and then stop (not loop to beginning). Someone could always
> submit a patch for another comment controlling a separate loop count.
>
> So I would like to add the ability to edit loop-points right in the music
> import menu.
>
> We already have code for adding comments to an .ogg file when converting
> .mp3 to .ogg, but it seems to oggenc can't be used to add comments to an
> existing ogg file. Instead, the vorbiscomment program (part of
> vorbis-tools) does that. Another 186kB download.
> <http://www.rarewares.org/files/ogg/vorbiscomment-1.2.0.zip>
>
> === SDL_mixer 1.2 ===
>
> Loop points aren't in SDL_mixer 1.2. There hasn't been an update to
> SDL_mixer 1.2 since 2012, but it looks like they're preparing a bugfix one,
> including a number of backported loop-related bugfixes. It's certainly not
> getting any features.
>
> There are only a couple bugs that I'm aware of left in gfx_sdl2; I'd like
> to fix them and switch to it as default on Mac, Linux and Windows after
> Fufluns is released
>
> However the ogg loop stuff is spread over just a few of commits and should
> be very easy to backport to SDL_mixer 1.2, for our own build of
> sdl_mixer.dll (for people who want to stick to gfx_sdl instead of gfx_sdl2
> for whatever reason) and also for the android port.
>
> === SDL_mixer X ===
>
> Loop points were first implemented in SDL_mixer X, which is a fork of
> SDL_mixer 2, which has a number of interesting features.
> https://wohlsoft.github.io/SDL-Mixer-X/
>
> Most notably, it supports many more module formats and has ADLMIDI (OPL3)
> and OPNMIDI OPN2 synthesizer-based MIDI players, which could be used to
> play MIDI on Android or elsewhere without needing soundfonts. Sounds
> different to MIDI playback with a soundfont, but I think in most case
> ADLMIDI not bad (except percussion maybe). These both also support
> controller 111-based loop points (RPG Maker-compatible), just like
> music_native/native2 do. They could also be used to implement true BAM
> playback. (ADLMIDI contains at least two OPL3 synthesizers: Nuked and
> DOSbox)
>
> But these synths are GPLv3+ licensed, which is a problem (inhibiting
> relicensing of the engine). So maybe we could use it just on Android for
> MIDI playback, and not for BAM. iOS has MIDI support builtin.
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