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by almendaz at 11:51 PM EDT on May 12, 2021
Thank you for your detailed answer.
I can see the OS limitation by memory i/o handles (?) - I could figure a way to circunvent this by "parsing" the adpcm directly (no segments) by customizing a .txth & combine with .txtp, as the segments use the same audio parameters afaict.
Granted - at least a limit of 255 could be very enough in the future.

I have another petition, if you don't mind (have I made in the past already?): use TXTP commands fuctionality in .m3u(8) files, to avoid/reduce multiple .txtp usage.
by bnnm at 5:11 PM EDT on May 13, 2021
https://github.com/vgmstream/vgmstream#virtual-txtp-files
by almendaz at 11:57 PM EDT on May 13, 2021
OK. Command syntax in .m3u(8) is a little different than in .txtp - I just assumed them as the same, my bad.
Will have to review this.
Thanks.

edited 11:59 PM EDT May 13, 2021
by almendaz at 1:06 PM EDT on May 17, 2021
Again, me!

I tested v-txtp in NFSMW extracts. For a sound data source with so many segments, v-txtp calls from m3u are slow, with no seamless transition between songs/gropup-of-segments, as if m3u would play them from disk, maybe due to the 128-ish filecount limit for playlist. Due to this, I prefer the standard non-v-txtp !tags playlist loading .txtp files.

But I found that !tags.m3u ' tags are shown/loaded in playlist ONLY if their .txtp are in the same folder as !tags.m3u.

Any plans to support/implement a sort-of "unified" !tags.m3u in base folder from where tags are loaded for .txtp files in diferent subfolders, to keep main/base folder uncluttered from .txtp files?

Otherwise, I would have to do with 4 .m3u playlists (base + inside folders) instead of just one (base) for the example described below.


/## Example (folder contains):

.\folder1\01.txtp
.\folder1\02.txtp
.\folder1\03.txtp
(...31 more .txtp files in subfolder)

.\folder2\35.txtp
.\folder2\36.txtp
(...another 29 ...)

.\folder3\66.txtp
.\folder3\67.txtp

!tags.m3u
MW_Music.mpf
MW_Music.mus

(Note there's no .txtp files in the same folder as !tags.m3u)


/## Example (some .txtp in subfolder, text contains)
..\MW_Music.mpf#1316~1379


/## Example (!tags.m3u)
# @ARTIST BlackBox

# %TITLE Start
folder1\01.txtp
### .\folder1\01.txtp ### (works the same)
# %TITLE Following
folder1\02.txtp

### (etc.)
by bnnm at 6:04 PM EDT on May 17, 2021
Virtual or regular txtp are processed the same internally, so you are probably seeing some unrelated performance hiccup (like Windows caching files once).

As for loading tags, vgmstream only "sees" whatever file the player passes, and loads !tags.m3u based on current folder. Generally players just make a full path, and there is no concept of "original m3u", so can't tell where your !tags.m3u is and only current path is used.

So basically I can't do much about that (what you ask works in Winamp actually, due how it handles current folders, but not possible in foobar).

I don't think your example is very common though and most people would prefer .txtp in the base folder (pointing to subfolders), to have a clear view of total tracks.
by almendaz at 11:53 PM EDT on May 17, 2021
Thanks. Very informative.

>> ...and loads !tags.m3u based on *current* folder
>> I don't think your example is very common though and most people would prefer .txtp in the base folder (pointing to subfolders), to have a clear view of total tracks.

I figured this much. I ended using !tags.m3u for each subfolder in soundtrack, and created another m3u in basefolder to call them.

>> Virtual or regular txtp are processed the same internally, so you are probably seeing some unrelated performance hiccup (like Windows caching files once).

Yes, that's very possible, maybe just my low-spec setup; when loading m3u with txtp in winamp, songs start faster overall than as virtual txtp (v-txtp), at least on my side. Even as the !tags are called from one "main" m3u in base folder, songs are still loaded faster than as v-txtp, as per my above observation (mostly longer groups of segments, in case it was not understood from my latter post). It seems to be a RAM issue on my side, maybe a disk issue. I will safeguard just in case.
by EHT_shiniori at 7:06 PM EDT on May 30, 2021
OK, so i want to write out an txth file on an csb file.

however, said file uses an different format from CRI's "UTF" format. instead, it's a made-up format developed by Techland for use in Chrome Engine 6 games. Dying Light is one of those games.

said format is a quasi-archive format containing FSB5 files, and though i kinda have an idea of how to write an txth file for this i fear my efforts on doing so may result in an unplayable mess.

here's one such file. i had to pick up the smallest one because reasons.
[dying_light_windows_10]Menu_csb.7z

edited 11:10 PM EDT May 30, 2021
by almendaz at 12:38 AM EDT on May 31, 2021
Hello.
Could these .mus files be added to vgmstream? I posted some algorithm that could be of use, and some sample files.

edited 12:40 AM EDT May 31, 2021
by bnnm at 7:17 PM EDT on June 6, 2021
latest vgmstream changes (builds / test+winamp+etc (GCC) / bug list)
- Handle The Sims 2 XA header variant (by mbc07)
- Fix broken loops in Astronauts .ogg
- Add HCA keys
- Fix very small MP3 .msf [Mirror's Edge (PS3)]
- Fix some Sony .bnk subsongs [Neopets (PSP)]
- Add .sb1 variation [Horsez (PS2)]
- Allow multiple files in CLI
- Fix .isb with subfolders [Mass Effect (X360)]
- Improve .ogg loop tag handling in some cases
- Fix some CLI result code issues
- txtp_maker: improve dir handling, option to ignore repeats
- txtp_dumper: add tool to convert from virtual txtp to real txtp
- Fix Opus .wem with metadata [Gears 5 (PC)]
- Add Ogg .msa [Metal Slug Attack (Android)]
- Show .isb internal folder as stream name
- Add CRI's looping MP4 [Imperial SaGa Eclipse (Browser)]
- Fix .mpc/mp+ total samples and encoder delay
- Fix .vxn encoder delay / gapless [Asphalt 9 (Android)]
- Fix EA SWVR .stream sample rate in some cases [Nascar Rumble (PS1)]
- Fix .wem with fully truncated PCM [Metal Gear Solid V (PC)]
- Fix some .aac encoder delay/sample issues
- Remove unneeded .hca subkeys (use .acb/awb)
- Fix big endian .sps [Legasista (PS3)]
- Add HCA/ADX key [maimai DX Splash (AC)]
- EA SCHl tweaks

***

@almendaz - not really possible at the moment, will need to think about it.
by almendaz at 12:58 AM EDT on June 8, 2021
Thanks.
Not in a hurry. Hopefully a better .mus implementation can be developed for vgms.

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