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Messages - Skaven

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Thanks for the tip! I wasn't aware that NitroTracker actually uses LibXM7. I thought it had its own proprietary sound engine. :)

It's probably too late for the current project (they've already gone pretty far with the Ogg solution), but perhaps for the future projects.

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I was recently asked to convert tracker music (.it) from a PC game for Nintendo DS - but after a long debate they opted for just disk-writing them all to Ogg - which in turn could only barely be fit into the cart memory after cutting a few tunes and by dropping the bitrate/quality.

I started wondering, could NitroTracker be used as an engine to play music in games? Since it already supports XM format, I could have converted the song from IT to XM in ModPlug Tracker, downsampled the samples to a reasonable size, made some tweaks to compensate for the NNAs and handed that file for them.

However, the song frequently uses more than 16 channels - not to mention, it also has to play the game's sound effects on top of those. How much of a CPU load would 32 channels (via software mixing) be? Also, since it started as an IT file, it also uses realtime lowpass filters in many of its instruments. Not to mention, a realtime Echo/Delay DSP effect in some instruments.

So... I'm merely speculating here, but I thought I just as might ask.  :)

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