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Foobar2000 Mobile has arrived! by 47iscool at 6:33 PM EDT on July 1, 2016
http://mobile.foobar2000.com

And it has xSF support plus the others such as NSF,VGM,SPC and more!

Still a little buggy at the moment as it crashes randomly.
by Dais! at 11:30 PM EDT on July 3, 2016
so this doesn't need plugins, it has support for a bunch of emulated formats already built-in?
by kode54 at 12:09 AM EDT on July 4, 2016
Correction: By design, it cannot import user-supplied plug-ins, so all functionality must be compiled in.
by Dais! at 3:39 AM EDT on July 4, 2016
interesting, that must take some wrangling. Thanks for the clarification.
by snakemeat at 5:12 PM EDT on July 4, 2016
Why no plugins? Security, stability?
by Sir-Sabin at 5:20 PM EDT on July 4, 2016
as of right now, it's just your run of mill vlc player that only plays the basic sound files
by kode54 at 5:41 PM EDT on July 4, 2016
It's not possible to allow user-supplied plug-ins with most or possibly all of the app stores. Certainly not with iOS, or WinPhone, and probably not with Android, either. You know, sandbox and such, can't load unsigned code that's not bundled with the app itself.

You're welcome to point out a contradiction to that. I suppose it would be "OK" if we told people they have to use an Android device if they want to supply their own plug-ins.
by JFD62780 at 10:37 PM EDT on July 4, 2016
Can't there at least be customization with the built-in 'plugins'?

i.e. mixing method for MOD files for an extremely small example...
by kode54 at 10:45 PM EDT on July 4, 2016
You can ask Peter to add configuration options for various inputs, such as sample rate, resampling method, ramping, etc. Just don't expect the options to be all that great. For instance, you technically can enable sinc interpolation, or band limited synthesis, but they'll both be incredibly slow on portable devices.
by snakemeat at 9:25 AM EDT on July 5, 2016
Makes sense about the plugins. Hadn't thought of store limitations.

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