Sorry for popping up an ancient (two years old) topic. The issue has recently become of current interest for me. I made the music for a shareware game, which was originally going to be a PC DirectX release only. So I went pretty liberal with the resonant filters and even DirectX DSP (echo, flange, distortion). But now I got told they’re going to make an Xbox port of the game, and that they’re using FMod.
I can work my way around the DSP effects by using a few extra samples and channels, but I have to ask: Will FMod support per-note resonant filters at some point?
[quote="blackshard":2d675if3]Hey Brett, you should implement resonant filters just because we got here the great scenetracker Skaven![/quote:2d675if3]
Erm… 😳 … yeah, that’s good enough a reason! 😆
[quote:2d675if3]However, can’t you simply render your it pieces with modplug and convert them to ogg and use them in both PC and XBOX ports?[/quote:2d675if3]
Yeah, I suggested that first, but the thing is that it’s an Xbox Live Arcade game, so the file size must be kept small. There’s about 18 minutes of music in total so a streamed format is unfortunately not an option.
With Xbox Live Arcade and what not, tracker music seems to be a really viable option for compact quality music. Implementing resonant filters would help to improve its quality. It would also help to save memory, as with filters you could use a single sample in numerous different ways (just as with envelopes).
Thank you for your response. Yes, I thought this might be the reason for the lack of resonant filter implementation. But are trackers really such a minority any longer? It has become a very viable option in shareware music as far as I know, so are you sure it’s “just a few people”?
Also, would supporting features on platform basis (for example, only supporting resonant filters on platforms where they work) be feasible? Or would this be too inconsistent?
Well, maybe this is “too” complex to handle for such a simple request, but the only thing I have in mind is to use an external cross-platform it player.
I found libmodplug source code (that is freeware) that compiles well both under Linux (gcc) and Windows (MSVC++). It handles all formats modplug handles and supports resonant filters too.
Code can be easily extended for any use, for example I made a VB project that plays modules using libmodplug.dll.
And made a winamp input plugin too, that works just fine with my own player
Check on sourceforge.net for modplug for xmms if you’re interested in.
If you need some help, check my mail too!
Sounds cool! 😉
If you want a workable, compact test song for resonant filters, try [url=http://www.futurecrew.org/skaven/song_files/4thsym.it:2fadvlh4]4th Symmetriad[/url:2fadvlh4]. It’s a chiptune that relies on filters quite heavily. For some reason, it also seems to play out of tune with the FMod player. It uses very short, looping samples (just a single wavelength) maybe that’s the reason?
The FMod Player also seems to stutter a LOT on my system when playing that song. I looked through the FAQ and tried modifying the buffer size. No avail. Not sure if the video driver does anything, because everything else seems to work (I have a Radeon R9700 Pro). When the music stutters, it repeats about 0.7 seconds of latest playback several times in a loop, and the CPU Usage meter tops at 95%. It seems to do it every 3-5 seconds. What might the problem be? It only seemed to happen with “4th Symmetriad” though.
BTW, does FMod support stereo samples in tracker songs? Just telling by the ear, the stereo samples I’ve used in some songs [i:2fadvlh4]seem[/i:2fadvlh4] to sound like they’re mixing in mono.
I’m looking forward to it! 😀
Could this even become available for my current project? I have to port an .IT song made for a DirectX game to Xbox. I can live without (and work my way around) the DSP effects, but resonant filters would make my life a lot easier because I have made several versions of each instrument using the filters.
Heya Brett, and season’s greetings.
The resonant fiters are already a [b:2co05z4k]big[/b:2co05z4k] plus, they’ll make my (and anyone else who’s using tracker music in their games) a lot easier. Many thanks! I’ll check them out as soon as I get back from my vacation. [i:2co05z4k](I presume they’re also implemented in the FMod player?)[/i:2co05z4k]
If you feel like emulating the DirectX effects too, well, I’m not stopping you, not at all. 😀
These new features are for FMOD Ex, which is our new engine. It won’t be available for the current fmod. FMOD Ex will probably go into open beta soon, only accessable through the fmod forum, then go final in march. It is usable right now though.[/quote:1yljgsp1]
The project I’m going to work on is due in a couple of months or so, so this should be OK.
[quote:1yljgsp1]Note with echo you might be better off duplicating channels manually because echo allocates memory (needs to store history buffers) which might not be the best idea on consoles such as xbox, but thats up to the game developer.[/quote:1yljgsp1]
Yep. On the other hand, extra channels use more CPU. It’s always a tradeoff between memory or CPU usage…
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