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 on: February 20, 2017, 19:03:19 
Started by jpegzilla - Last post by jpegzilla
I feel that the sound should be more dynamic instead of being just "2-Dimensional". This is more so the case for the percussion. I advise you to use the volume envelope or the volume command often to simulate more flexibility between (or during) the soft and loud parts of the song.

Ok! Believe it or not, I just recently learned how to use the volume envelopes the right way, so I'll use them correctly in the future.  I do agree that my song wasn't really dynamic. Thank you for the advice!

 on: February 19, 2017, 06:03:16 
Started by jpegzilla - Last post by fuzion_mixer
I have nothing to least a little bit.

I'm impressed that you could sit through all that in one sitting...I can't, hahah. I guess it's advantageous to work on a 10-channel module whilst knowing that "whatever you're doing and going to do is right"...and it turned out the way you want it to, otherwise even better. I don't have that kind of skill (or talent) while tracking, sadly enough.

I feel that the sound should be more dynamic instead of being just "2-Dimensional". This is more so the case for the percussion. I advise you to use the volume envelope or the volume command often to simulate more flexibility between (or during) the soft and loud parts of the song.

I'm not sure whether you're finished with the song, though. If you aren't, continue. I'm sure the final product will be loved and respected by many people.

 on: February 17, 2017, 19:05:31 
Started by Rave669 - Last post by Rave669
 :D Awesome News!!!

I was able to boot the old laptop up, and with a lot of dicking around, and trying three times to burn a Driver CD that the thing could read...

I was able to get the thing to recognize a thumb drive, and move a lot of my old stuff.

I was able to find a few of my older tracks in 669 and S3M formats. some of the tracks are old, unfinished WIP stuff, so I may revisit those.

Needless to say a couple tracks are NSFW, so they may not make it in here, a couple used unlicensed samples too (C'mon, we're talking about songs I tracked in 1993-1996 for goodness sake, before people forgot what fair use was) but I found a couple that are decent and don't violate any rules, so I'm going to start submitting them.

Also recovered was one of my old sample libraries, and the whole working directory from my old Impulse Tracker install.

Still have more things to check; I also remembered I have an old 486 PC at my Mom's place that might boot up, and reveal a few more... the trick is transferring the files (floppy drives don't always age well)

Slowly but surely... I'm beginning to have a little luck. My tracking skills have definitely improved over the years :)

 on: February 17, 2017, 03:19:25 
Started by Rave669 - Last post by Rave669
I've been having just as much trouble finding our old demos; The thought also crossed my mind.

Didn't help that I moved to another state about 8 years back either.
Come to think of it , I did have some floppies at my mom's place; Maybe some of those are still readable.

I'll be sure to post an update If I find any of my older works. I'd ask anybody else out there to do the same, just on the off chance anyone has one or two of my old tracks somewhere.

 on: February 17, 2017, 03:13:53 
Started by Rave669 - Last post by Rave669
Thanks for the info; I checked out the link re: compressing modules. I had already run the module through a cleanup which brought it down to half the original size; It's now at 11MB. If I strip the stereo samples down to mono, and maybe lower the sample rate a little I can probably get it smaller.

I'm not adverse to trying to write code to get another player to work with Unity; but I've been writing a LOT of code lately in regards to the game I'm developing. I may have to revisit that in the future; I could always put the end result up on the Unity asset store for others to use If I come up with another solution.

I'll be doing some more testing in hardware; I'll see how good I can get my app to perform with unity's module engine. Worst case scenario, I stick with MP3's as there isn't too much of a performance hit on Android.

Thanks for the input  ;D

 on: February 17, 2017, 00:41:19 
Started by Rave669 - Last post by Saga Musix
I think I have seen other module players used with Unity as well (libmodplug/mikmod maybe?). If you are okay with doing a bit of coding yourself, you can try out OpenMPT's own rendering engine, libopenmpt. It can emulate most of the basic DirectX effects that are usable in OpenMPT also on other platforms, and while they are not as high-quality as many VST effects, they can still boost the quality of small files tremendously. You could even use the MO3 format which is a compressed variant of several popular module formats, including IT and MPTM.
And  even without using MO3 or libopenmpt, you can still shrink your IT files in OpenMPT:

 on: February 17, 2017, 00:38:57 
Started by Rave669 - Last post by Saga Musix
Sorry to hear about the loss of your friend. Unfortunately I couldn't find any of your tracks also on other mod sites, but if any of the demos you made are still available and contain your tracks (even if they are not in the demo archive as module files), at least those could probably be rescued.

 on: February 16, 2017, 22:51:02 
Started by Rave669 - Last post by Rave669
Quick update on this topic:

Okay, I've tried it out; Converted an .mptm song to .IT format; dropped it into my project and there are some issues. If you're interested on my findings regarding modules in unity, read on...

Unity apparently supports .MOD .XM .S3M and .IT formats... Here's why:

Firstly the Unity engine uses FMOD for module support; needless to say, the module used didn't quite sound right in-game. Some samples, volumes and effects were a bit "off" but it would be passable if I worked around it with my composition. Seems to run good on the PC, I still have to compile and test on actual hardware to find out about the performance hit.

Next is file size. Unity's Module support would go a long way if you were using formats that would save space, such as old school MODs or other formats where you use fewer tracks, or if you are using only a handful of short, simple samples but in my example, My Module was almost 26MB, way larger than if I were to convert it to an MP3, which would probably be less than 3MB (almost 10x smaller)

However, if you keep your modules small, you can use scripting in the game to do things like change track volume, or enable/disable  tracks, etc. although I'm still looking at the docs to find out how to use these features. This could make for some interesting in-game features.

However, Seeing as to how playback is not accurate to how I intended it to sound, and the smaller size of an MP3; it looks like that's the route I'll be going. At least if I mix it to an MP3 in OpenMPT, it will preserve all the VST effects and playback will be accurate, not to mention make the final APK smaller.

Maybe I'll try to make some tiny modules for certain parts of the game where the track loops and such, while other parts use MP3 files instead.

Just thought I'd share my experience with this so far. Feel free to share ideas and input on this; I'm all ears!  ;D

 on: February 16, 2017, 21:24:30 
Started by bmo - Last post by Rave669
Just checked your podcast out today. Very cool!

Especially loved the whole thing on Future Crew; really took me back!

 on: February 16, 2017, 21:18:34 
Started by Rave669 - Last post by Rave669
Hi all,

I'm working on a google VR/cardboard project in unity. For the time being, I have been exporting my tracks to MP3 format for use in the project, which works.

But I was curious if there are any decent Unity assets for module playback. I can convert to several formats obviously, but .IT support would probably work best, or .MPTM.

Also, would I be best off using an MP3 for music? How big of a resource hit would I take by playing modules directly? bear in mind, it's a VR game for android, so resources are scarce to begin with.

Anyone with experience in this matter chiming in would be appreciated.

EDIT: I just read another post by the Unity Devs on here that mentioned native module support; I looked into it and I did find out that, yes, it supports ImpulseTracker modules natively. my bad.

Still, if anyone knows of an asset for Unity that supports OpenMPT modules, that's be great. and my other question regarding resources is still valid. Gotta keep that framerate high!.

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