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by kode54 at 11:49 PM EDT on March 25, 2016
AY, GBS, GYM, HES, KSS, NSF/NSFE, SAP, SFM, SGC, SPC, and VGM, but not VGZ, because I was lazy. Rename and gunzip them first, I guess.
by kode54 at 10:46 PM EST on January 7, 2017
VGZ has been added, and KDDLB has made a C# GUI.

E: And now SPU.

edited 11:53 PM EST January 7, 2017
by vajuvaju at 10:43 PM EST on January 10, 2017
Great work! I'm having trouble with VGZ, though. VGM and the rest work fine.
by mariofan12ify at 3:03 AM EDT on June 11, 2017
How do I use this? Is it a foobar component?
by kode54 at 10:41 PM EDT on June 11, 2017
This is a stand-alone utility, designed to rip individual chip channels directly to .wav files, for mixing. Obviously, this is not usable for xSF formats, where it is next to useless, since most of the xSF formats employ dynamic channel allocation on playback, so individual sound channels get scattered across all the hardware channels in a seemingly random fashion.

Also, it obviously can't work for vgmstream. What you'd want for that is the Channel Mixer DSP, and downmix individual tracks with the channels you want, either at playback time, or convert them to some other format. It could probably use a settings file to allow describing downmixing settings for individual tracks, such as split a 6 channel track into 3 stereo subsongs.

That's another thing vgmstream needs: subsong support, for the few formats that may actually benefit from it. Maybe in the future...
by datschge at 9:31 AM EDT on June 12, 2017
There are also a few audio drivers for SNES that employ dynamic channel allocation on playback. I guess the best solution for these and most xSF formats would be tracking the usage of specific samples/instruments (or more bluntly soloing one sample/instrument after another) instead taking the hardware channels verbatim. Though I'm sure that's a big-ish change for most if not all players' playback code.

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