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Developments / XMPlay / Re: How to play .dcs + .wav files ?
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on: 17 May '13 - 06:34
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If the files are taken from Evil Twin - Cyprien's Chronicles, there is currently no way of playing them as they stand.
The .dcs files in this game are (standard?) Yamaha AICA ADPCM, you can convert them to GENH and play with VGMStream with these settings:
Input File Format: Yamaha AICA 4-bit ADPCM Header Skip: 0 Channels: 2 Frequency: 44100 Interleave: 0x4000 No loops
Or if the file plays weird after that, try using these
Input File Format: Yamaha AICA 4-bit ADPCM Header Skip: 0 Channels: 1 Frequency: 44100 Interleave: 0 No loops Haven't tried all files yet, so there may be special cases requiring different Frequency/Interleave settings.
Hope this helps.
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2
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Developments / XMPlay / Re: 3.7 reports, queries and bugs
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on: 30 Mar '13 - 11:13
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I've uploaded to the FTP a WAVE file (first few hundred kB, so pay no heed to the fact that the header doesn't reflect proper filesize) that XMPlay treats like a Protracker module. Had this happen to a few other ones as well.
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Developments / XMPlay / Re: 3.7 reports, queries and bugs
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on: 29 Mar '13 - 21:13
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Ian, I've uploaded to your ftp a winamp plugin and some example files. The plugin plays fine with XMPlay, but try to stop (not pause, stop) playback and it crashes (seeking also can cause random crash). I've talked with the plugin author, he doesn't know what could cause this behavior. I did try loading in_ncsf inside of XMPlay, and then attached Visual Studio to the process and stopped a track. The crash is odd... it seems almost like some of the memory has been deallocated, but not all of it, since it crashes inside of the playback thread even after I've stopped the track. XMPlay also never seemed to call the stop() function in the plugin, which may be part of the problem, but I have no idea what sort of black magic XMPlay uses to handle Winamp plugins." Maybe you could take a look at it, and suggest fixes if that's not something on XMPlay's side?
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Developments / XMPlay / Re: 3.7 reports, queries and bugs
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on: 14 Mar '13 - 18:30
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Ian, I've noticed that Year (%4) tag in titles shows only YYYY format, even when the actual tag has greater resolution, so 1990-12-16 is shown only as 1990. Any chance of adding support for YYYY-MM-DD (or other schemes) as well? And possibly support for displaying Copyright tag as well?
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5
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Developments / XMPlay / Re: Suggestions for 3.8
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on: 8 Feb '13 - 18:14
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I just tried xmp-lzx.dll with 3.7.0.16, and it seems to work fine. BTW, what version of that dll are you using? The site says that it was updated on 5 Feb 2013, so it might have fixed itself already. Right you are, the new version of xmp-lzx works fine.
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Developments / XMPlay / Re: Suggestions for 3.8
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on: 8 Feb '13 - 16:02
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Ian, current stuff version (.16) seems to crash with either xmp-lzx.dll or xmp-mod15.dll present. Let me know if you need more details - I'm not sure how to read Win7 error dialogs, but both seem to crash in xmplay.exe StackHash_a70e module if that helps.
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7
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Developments / XMPlay / Re: Suggestions for 3.8
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on: 7 Jan '13 - 18:40
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Perhaps the scope of the "Count as played after..." setting in the "Library" options page could be extended to apply to the "Remove after playing" option too, so that tracks aren't auto-removed unless they've been played long enough to register in the play count.
This works ideally, thank you very much. 
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8
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Developments / XMPlay / Re: Suggestions for 3.8
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on: 5 Jan '13 - 14:11
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Ian, could we modify/add a toggle switch for Remove after playing so that XMPlay would remove the playlist entry only if it has been listened as a whole? I love this option, but sometimes I just want to sample things I've just added without removing them or any other unfinished tracks, and it's easy to forget that the option is enabled. Since there's only one level of undo, it's not easy to rebuild the playlist when you mistakenly skip more than one track. Thanks for the new release, solid as always. 
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Developments / XMPlay / Re: Suggestions for 3.7
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on: 13 May '12 - 14:57
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Ian, any chance for an increase in the maximum amplification value?
The update above extends the auto-amp range to 20 dB. Let me know if it still isn't enough. Some silent tracks hover around +20 dB (fluctuate between 19ish and 20.0), but overall I think it's loud enough already, thank you.
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Developments / XMPlay / Re: 3.6 reports, queries and bugs
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on: 8 Jan '12 - 07:51
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Recently I've been getting all sorts of random hangs while using XMPlay.
Couldn't exactly reproduce it, nothing really seemed to matter - type of file used, activity being done to crash the player and so on, so I didn't want to pester Ian for fixes.
But recently, on a wild hunch, I've changed XMPlay's skin from Plastic to WAModern and lo and behold - no hangs for the past two weeks (and I was used to having to fire up task manager and kill XMPlay's process at least once a day).
Is this a known problem? If so, can anyone here explain what in the skin could have been causing this behavior?
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13
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Developments / XMPlay / Re: ADX, AHX and PAC files
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on: 28 Nov '11 - 13:35
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I thank you guys for your previous help in reading ADX files. I been listening to the music from Sonic Heroes with ease, but I have the feeling more of the music and audio, is hidden with another formatting.
Within the music folder is a file in a format called AFS, as well as in the sound folder is files under format PAC. While I do have a plugin that plays ADX (suggested to me before), I cannot seem to read AHX or PAC files.
There wouldn't happen to be a plugin that can read these, would there?
VGMStream ( http://hcs64.com/vgmstream.html) will read AHX (those are just MP3s with some custom headers). AFS is a archive format, you can extract data easily from there with lafs tool ( http://hcs64.com/files/lafs03.zip). Hope this helps.
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14
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Developments / XMPlay / Re: Suggestions for 3.7
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on: 21 Nov '11 - 15:42
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Can we have an option for disabling all the DSP stuff (reverb, equalizer, amplification and DSP plugins) while wavewriting? If I'm doing, MOD2MP3 encoding (say, for a portable player), I need to untick all those boxes and them tick them back on or the files created will have double equalizer and reverb when played back in XMPlay.
Also, is it possible to add a Wave-write to disk option for the playlist context menu? So that we could wave-write and listen to music at the same time?
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17
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Developments / XMPlay / Re: Suggestions for 3.7
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on: 29 Dec '10 - 19:01
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How about adding a discwrite option to the RMB playlist menu, which would automatically render the selected tune using, let's say, standard Wave Writer device. No dabbling in the option screen, just right click and enjoy (later on, on a portable player which doesn't handle MOD files for instance).
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18
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Developments / XMPlay / Re: Suggestions for 3.6
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on: 18 Oct '10 - 21:21
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Ian, would it be possible to have an option to modify handling of natively supported filetypes (WAV, MP3, OGG) to skip using XMPlay's replay engine for files with a different extension than the usual?
Here's something to try... www.un4seen.com/stuff/xmplay.exeRather than a "skip" option, each plugin has its own "priority filetypes" list. If any plugin has a file's extension in its list, it will get 1st try at the file. If multiple plugins have the extension, they will be tried in the order that they are shown in the "Input" plugins options page. If all priority plugins have been unsuccessful, the usual order of things follows (ie. built-in decoders, then the plugins). Seems to be a hit and miss - sometimes it works, sometimes it doesn't. I've uploaded two examples to the FTP, one working and one not, along with vgmstream plugin. My settings for priority file extensions is: "lwav, logg, mp3, scd, msf" without the " characters. //Edit Ah, never mind, removing the commas fixes that. Thanks a lot, all seems to be in order.  //Edit 2 Though to clear future confusion, I'd suggest supporting both comma and colon separated lists. 
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19
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Developments / XMPlay / Re: Suggestions for 3.6
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on: 17 Oct '10 - 07:51
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Ah, but file extensions can be wrong.  That's why I said optionalLet me give you a clearer example: Final Fantasy XIII for Playstation 3 uses an MP3 variant for it's music files with .SCD extension. It's still an MPEG Layer 3 file, and gets detected as such by XMPlay, but this has a side effect of the files being played without proper looping. VGMStream plugin can read the additional looping info from the custom header the SCD files have, and while this works in WinAMP just fine, XMPlay detects the files as being plain MP3s and doesn't let VGMStream parse them at all. With an option of treating only files with MP3 extension as MP3s you'd have the best of both worlds, since proper MP3s would be played by XMPlay and non-standard ones (VGMStream supports many types of those) would be played with proper looping support. And no, forcing the loops in XMPlay's config panel doesn't work here, since that's only front to back looping, and most game music has at least a few seconds intro that gets skipped on the second loop.
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20
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Developments / XMPlay / Re: Suggestions for 3.6
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on: 13 Oct '10 - 22:36
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IIRC, it uses file headers to determine type, NOT extensions.
That's exactly my point - I would like an option for using *extensions* for determining playback capability, and *NOT* the file headers. 
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