Serebriakov / micromod

Automatically exported from code.google.com/p/micromod
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Support for stereo samples #1

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Stereo samples are not supported, but a few modern modules uses them.

Is there any plans to support them?

Original issue reported on code.google.com by arcn...@gmail.com on 26 Nov 2010 at 7:56

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
Stereo samples are now implemented in SVN, but I can't find any modules to test 
it with!

Original comment by mum...@gmail.com on 26 Jul 2011 at 7:03

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
Thanks a lot!

You can try with this one: http://www.biglionmusic.com/content/v-cf2.s3m

It was the first module I tried to use with your library, as some players plays 
it incorrectly. At the end (after the Mario coin-collecting style :P) you have 
to hear a scale of 6 notes. Some players only plays 3 of them (like VLC)

Original comment by arcn...@gmail.com on 27 Jul 2011 at 10:21

GoogleCodeExporter commented 9 years ago
I've tried it and it works, but some effects are not heard. I don't know if 
you've implemented the full set, or there are some missing. Anyway, great work!

Original comment by arcn...@gmail.com on 27 Jul 2011 at 1:26

GoogleCodeExporter commented 9 years ago
I have implemented all of the original S3M effects, so there is probably a bug 
somewhere. Could you give me an idea which effects are missing?

Original comment by mum...@gmail.com on 27 Jul 2011 at 7:27

GoogleCodeExporter commented 9 years ago
Hi again.

Don't know if missing (maybe it's there but I can't hear it), but definitely it 
doesn't sound like any other player (including ScreamTracker 3). In pattern 01 
(third pattern played on the song), channel 04, note 06 (C-5 06 - - D02), 
that's a noise played on the left speaker. In micromod, that noise doesn't 
sound.

Also, I don't know if because configuration or what, the sound in micromod it's 
very low (as I said, maybe I missed something)

Keep up the good work!

Original comment by arcn...@gmail.com on 28 Jul 2011 at 7:08

GoogleCodeExporter commented 9 years ago
I got Screamtracker 3.21 running in Dosbox to see what was going on. It turns 
out this module has 16-bit samples (not stereo, I mixed up the flags)! 
Screamtracker 3 doesn't load this module correctly, it loads the 16-bit samples 
as 8-bit, so they sound pretty harsh. I don't think the panning is correctly 
interpreted, either, although I prefer the hard-panned stereo! It also seems to 
get the tempo wrong and doesn't play all the way through...

The noise sample wasn't being heard because it has a c2rate over 65535hz. I was 
truncating the c2rate to 16 bits so the sample was being played at a very low 
(ie. seismic) frequency :) I think it's sounding OK now, but please let me know 
what you think!

I know the playback isn't as loud as it could be, but it is louder than 
Fasttracker 2 at the default settings. Screamtracker 3 does play back much 
louder by default, although it does seem quite distorted. At the moment there 
is no gain control exposed, but I will add one for you.

Thanks for your help!
Martin

Original comment by mum...@gmail.com on 29 Jul 2011 at 9:34

GoogleCodeExporter commented 9 years ago
Hi again!

Good to hear that! I think it now sounds great :).

Sorry, I also used ST 3.21, forgot to mention that :).

I've noticed a few little flaws in the sound (or maybe I'm too bit of a 
perfectionist, sorry :P), but I can't really pinpoint them, so I'll try to get 
some time and record both so I can check if it's just my ear or is something 
really there...

Anyway, as I said, now it sounds very good! Thanks for all your efforts!

Original comment by arcn...@gmail.com on 30 Jul 2011 at 1:04

GoogleCodeExporter commented 9 years ago
I noticed a quite important flaw -- the arpeggios were missing. I wasn't 
handling effect "J00" correctly (it should re-use the last non-zero value, 
unlike MOD).

I've put in a fix and it now sounds much better (and so will quite a lot of 
other chip-tunes, probably)!

Original comment by mum...@gmail.com on 31 Jul 2011 at 8:18

GoogleCodeExporter commented 9 years ago
Yes, it sounds better now!

I haven't had the time yet to find the flaws I was mentioning (not all were 
fixed with this update), but I can tell more or less of one that's quite 
noticeable:

At 1:50 (more or less) there is a change from a slow paced tune to a more quick 
one, and the change is done with a quick glissando. The last note of the 
glissando is very high pitched, but I don't hear that high pitch in other 
players.

Hope you get what I mean :)

Original comment by arcn...@gmail.com on 1 Aug 2011 at 6:53

GoogleCodeExporter commented 9 years ago
Yes, I noticed that one. It is caused by a rapid portamento-up. When the 
highest allowed frequency was reached I was clamping the value, but other 
replays set a very low frequency when the limit is exceeded. I've checked-in a 
fix, now.

Thanks for all your help so far, this tune has been a really good test! I 
probably should listen to more chip-tunes in S3M, most of mine are MODs.

Original comment by mum...@gmail.com on 1 Aug 2011 at 9:56

GoogleCodeExporter commented 9 years ago
Hey, sorry for the long delay, had to work hard for the past two weeks :)

I'm seeing Micromod is coming nicely! If you need more help (like listening 
differences between implementations) with more S3M or any other tunes, just 
tell me.

If you're still taking bugs of our little song, in 1:39 there is a "super 
mario-like pause", and in 1:41 it "unpauses". Well, the "unpause" plays 4 
notes, but the first one almost isn't heard, and I think it should.

Keep up the good work!

Original comment by arcn...@gmail.com on 19 Aug 2011 at 6:20

GoogleCodeExporter commented 9 years ago
Those four notes sound fine to me, to be honest. Does the first note really 
sound quieter than the other ones to you? I had a look at the pattern data and 
the first note has a fine volume slide up command on it, but there doesn't seem 
to be anything obviously wrong in the code for that effect.

Original comment by mum...@gmail.com on 24 Aug 2011 at 8:42

GoogleCodeExporter commented 9 years ago
Sorry for the loong delay this time.

The problem was my 5.1. With digital input, music has a delay before starting 
to sound. Hearing the same with headphones sounds just fine. :)

Original comment by arcn...@gmail.com on 10 Oct 2011 at 10:38

GoogleCodeExporter commented 9 years ago
Hi, long time no speak :).

I come again with another module that doesn't sound quite right, a MOD this 
time, and one of my favorites. At least in another player (VLC) some parts 
sound more "soft" than in Micromod.

http://amp.dascene.net/downmod.php?index=46370

Hope you know what I mean.

Original comment by arcn...@gmail.com on 6 Feb 2012 at 2:57

GoogleCodeExporter commented 9 years ago
Hi, sorry I didn't get back to you. I did have a listen to the MOD in question, 
but didn't notice anything obvious. Can you identify anything specifically 
wrong?

I'll close this issue, since stereo samples are now working for S3M.

Cheers,
Martin

Original comment by mum...@gmail.com on 15 May 2013 at 8:21