My components have returned to the usual place! The special links I handed out will still work, however. Keep up with this topic for future update notices, though.
I am now running a Patreon campaign (https://www.patreon.com/kode54) to try to help make ends meet. I have been running short of funds for many months now, due to some wild spending, and now I'm paying for it dearly. I won't have enough to buy a new code signing certificate for at least another month, so there won't be any more signed updates after the 5th of February, 2017, unless I get this rectified. There are also some wiiiild credit bills that I'm barely able to pay the minimum payment on, so I'll probably be swamped for years to come.
If you feel that Patreon is a broken system, and would rather send a single donation whenever you want, I accept multiple methods as listed on my components mirror (https://kode54.net/fb2k/). Signatures may be checked against my Keybase identity (https://keybase.io/kode54).
Also, since I haven't been able to afford a new code signing key, I've taken to PGP/GPG signing my binaries, and signing the .fb2k-component packages as well. .asc signatures are included in the archives, and .asc signatures for the archives themselves are on my mirror site, linked above.
Changed 2016-11-29 07:11 UTC:
- foo_midi 2.0.2
- Unleash the Secret Sauce! Your lucky number for today is: d44d1b8c9a6f956ca2324f2f5d348c44
Changed 2016-11-30 05:00 UTC:
- Order restored
- All component downloads restored.
- All gitlab.kode54.net repositories opened again.
- Sorry, the Github repositories are gone now, please repost any active issues on the Gitlab!
- Personal unique download links for fb2k-component archives will still work, so long as they're not obviously posted widely. Keep them as a souvenir, if you wish.
Changed 2016-12-01 04:00 UTC:
- foo_midi 2.0.3
- Improved Secret Sauce reset with even heavier resetting
- Added Secret Sauce reverb/chorus disable
- Added Nuclear Option soft panning control
- Oops! Was reading Secret Sauce flavor from configuration rather than preset
Changed 2016-12-06 00:57 UTC:
- foo_input_vgmstream r1050-120-gef6778b
- Activated FFmpeg support in foobar2000 component. This means that:
- Dependencies are now distributed separately, in vgmstream-win32-deps.zip (https://f.losno.co/vgmstream-win32-deps.zip). I will report here if this file changes at any point. Unpack to somewhere in your foobar2000 path, such as foobar2000's root directory. Do not unpack to the component directory, unless you want to manage your own updates, as it will be wiped and rewritten on any automatic update.
Changed on 2016-12-09 00:24 UTC:
- foo_input_vgmstream r1050-128-ga652ef3
- Fixed FFmpeg imports by replacing the dlltool created .lib files with Microsoft lib.exe generated versions, since disabling /opt:ref would really bloat out the binary sizes.
- Enabled FFmpeg 'accurate' looping, which is apparently the only option that really works right now.
Changed on 2016-12-09 05:05 UTC:
- foo_input_gsf 3.0.1
- Updated mGBA with the following changes:
- Only unhalt CPU if an IRQ actually fires.
- Fixes Earthworm Jim, and possibly unknown others.
- No effect on the Mario & Luigi: Super Star Saga rip, which I had to alter.
Changed on 2016-12-09 22:38 UTC:
- foo_input_vgmstream r1050-129-g2082a7a
- Replaced FFmpeg imports with my own minimal build of FFmpeg.
- FFmpeg headers and libraries now included in repository for convenience, as well as a build configuration file for a convenient auto building suite for Windows.
- Dependencies are once again bundled with the .fb2k-component, so you may now remove them from your path to save on disk space.
- The dependencies bundle has also been updated, and will still be provided for the convenience of other versions or distributions of the VGMStream player.
Changed on 2016-12-10 03:03 UTC:
- foo_input_vgmstream r1050-130-g01b0180
- Added more verbose file information reporting, including the codec information, file layout, possible interleave size, and metadata source.
- Fixed a seeking bug that has been present ever since seeking was adjusted to collapse it into the range of the loop, which was done to save some processing power from massive seeks.
Changed on 2016-12-18 19:41 UTC:
- foo_input_vgmstream r1050-147-gad85fc8
- Various fixes to the FFmpeg integration, including:
- .POS file support with .VGMS/.VGMSTREAM files, for loop overrides for arbitrary formats that may be supported by FFmpeg.
- Added proper/looped .XMA support.
- Fixed PS2 MSS sample count and description.
- Added .BCWAV dual stereo (3DS Lego games)
Changed on 2016-12-19 03:54 UTC:
- foo_input_vgmstream r1050-148-g6a4577f
- Fixed PS2 MSS sample count for real this time, in a way that hopefully doesn't break anything.
Changed on 2016-12-21 01:03 UTC:
- foo_midi 2.0.4
- Fixed Secret Sauce seeking.
Changed on 2016-12-23 03:01 UTC:
- foo_input_vgmstream r1050-150-g37c16ab
- Updated FFmpeg with new build options, which include MSF support, FLAC, Bink Audio, and maybe others.
- Also remembered to code sign the binaries.
Changed on 2016-12-23 05:07 UTC:
- foo_dumb 1.0.164
- Moved UMX reading outside of the module handler and into its own unpacker, which should allow modplay, playptmod, and BASS to handle the files.
- Updated playptmod to version 1.31:
- Fixes an unchecked memcpy in ADPCM sample handling. D'oh.
Changed on 2016-12-23 20:28 UTC:
- foo_dumb 1.0.165
- Last minute fix to new UMX unpacker, so it actually rejects invalid archives instead of returning successfully with a NULL file pointer.
Changed on 2016-12-27 00:51 UTC by bnnm:
- foo_input_vgmstream r1050-166-g1899a20
- Added HEVAG (.vag) [PSVita games], thanks daemon1
- Added "short VAG" SGXD type 5 [Afrika PS3]
- Added Killzone VAGp (.vag)
- Adjusted some VAGp [Ecco the Dolphin]
- Added namco XMA (.xma), Soul Calibur II HD XMA (.past) variations
- Removed .vgms (not .vgmstream), as I feel one hack-extension is enough
- Cleanup
Changed on 2017-01-02 05:22 UTC:
- foo_input_vgmstream r1050-167-g4b508ef
- Added .XWM file name extension, for XMA format files.
Changed on 2017-01-02 18:20 UTC by bnnm:
- foo_input_vgmstream r1050-190-g8ef18d7
- Fixed a rare case of silence/0-read at the edge of some files
- Redone FSB1-4: improved XMA/MPEG, bugs
- Added PS ADPCM of configurable frame size (FF XI PC)
- Fixed regression/segfault in multistream .mtaf [MGS3]
Changed on 2017-01-04 00:32 UTC by bnnm:
- foo_input_vgmstream r1050-198-g1b9dcac
- Add SCD OGG v3 decryption (FF XIV Heavensward)
- Basic support for multi-stream SCD (FF XIV sfx, maybe others)
- Add .aa3 and .oma (demuxed PS3 movies)
- (dev) unified supported extensions so all plugins use the same list in formats.c (except foobar2000 Windows assocs)
Changed on 2017-01-08 21:37 UTC by bnnm and kode54:
- foo_input_vgmstream r1050-213-g5aa501c
- Added .nps extension [Venus & Braves PS2]
- Added ATRAC3/XMA in VAWX (.xwv) [Moon Diver, No More Heroes X360]
- Added .swag [Frantix PSP]
- Added PS2 VDS/VDM [Graffiti Kingdom]
- Added CXS [Eternal Sonata (Xbox 360)]
- Updated FFmpeg.
Changed on 2017-01-09 17:36 UTC:
- foo_input_vgmstream r1050-214-g72f3e35
- Fixed a possible regression with Capcom MCA handling, affecting some odd files.
- Happy birthday to meeeee, happy birthday to meeeeeeeee.
Changed on 2017-01-10 18:09 UTC:
- foo_input_aopsf 2.2
- Implement some more fixes to the IOP and threading HLE code, improving PSF2 compatibility.
- Implement console logging, for debugging purposes.
- Rewrote the threading implementation, which should fix some other files.
- Fixed IOP printf to handle stack arguments.
- It may be safe to use this component full time now.
Changed on 2017-01-14 22:23 UTC by derselbst and bnnm:
- foo_input_vgmstream r1050-232-gefdbf8c
- (dev) avoid format-security compiler warnings
- Added ATRAC3/XMA in GSP/GSB [Quantum Theory (PS3/X360)]
- Fixed GSP+GSB DSP total samples [Super Swing Golf (NGC)]
- Fixed 6ch "multi" IDSP [Tekken Tag Tournament 2 (Wii U)]
- Fixed SCD XMA [Final Fantasy XIII (X360)]
- Added SCD ATRAC3plus [Lord of Arcana (PSP)]
- (dev) reorganized some stuff
Changed on 2017-01-16 00:27 UTC by bnnm and kode54:
- foo_input_vgmstream r1050-247-g8365af7
- Added SCD DSP Wii U [Dragon Quest X (Wii U)]
- Fixed regression in Xbox codecs
- Big speedup in test.exe, and Winamp/foobar seeking in some cases
- (dev) I/O optimizations
- (dev) easier Visual Studio builds for foobar/test/winamp
Changed on 2017-01-16 19:20 UTC:
- foo_input_vgmstream r1050-248-gb5e6808
- Fix for decoding and seeking change that was committed incorrectly, and needed rewriting. Fixes playback of many formats.
Changed on 2017-01-17 06:40 UTC:
- foo_input_vgmstream r1050-250-g05a33ee
- Removed sample decoder block alignment from foobar2000 frontend, as it was unnecessary, and also broke things for most formats.
- Added a correct fix to the PSX ADPCM decoders that didn't support restarting decoding on an uneven sample number.
Changed on 2017-01-17 18:46 UTC:
- foo_input_vgmstream r1050-251-gf47faba
- Fixed another regression caused by deleting return statements that other switch cases fell through to. Fixes NGC AFC format.
Changed on 2017-01-21 21:36 UTC:
- foo_hdcd 1.18
- Disable all HDCD processing and instantiation of the decoder if the meta tag "HDCD" is set to "no".
Changed on 2017-01-23 07:19 UTC by bnnm:
- foo_input_vgmstream r1050-260-gf70b917
- Fixed some SCD [Dragon Quest X (WiiU)]
- Fixed Koei Tecmo's WiiBGM DSP [Romance of Three Kingdoms 12 (WiiU)]
- Added NPS XMA [Beutiful Katamari (X360)]
- (ffmpeg) 6ch support for MSF/ATRAC3 [TTT HD, Caladrius Blaze (PS3)]
- (ffmpeg) 6ch support for XMA [Marvel vs Capcom 3, Tekken 6 (X360)]
Changed on 2017-01-26 01:46 UTC:
- foo_midi 2.0.5
- Fixed Secret Sauce GS reset
Changed on 2017-01-27 01:39 UTC:
- foo_input_vgmstream r1050-261-g53e3af6
- Updated FFmpeg, including enabling the XMA parser that was added to the disabled list by mistake.
Changed on 2017-01-27 22:20 UTC:
- foo_midi 2.0.6
- Fixed Secret Sauce XG reset
- Secret Sauce now prevents GS flavor setting if an override is in place
Changed on 2017-01-28 20:15 UTC:
- foo_dumb 1.0.166
- Hopefully fixed STM arpeggio effect speed
Changed on 2017-02-04 01:09 UTC by bnnm:
- foo_input_vgmstream r1050-278-gc7ec14e
- Added Omikron: The Nomad Soul IMA .ADP
- Relaxed IDSP loop checks
- Fixed mono .ADS [Gauntlet Dark Legacy (GC/Xbox)]
- Fixed .MSA sample count [Psyvariar (PS2)]
- Added .str extension [Ben 10: Galactic Racing]
- Added basic multistream FSB4 support
- Fixed some SGXD
- (dev) Xenoblade 3D DSP .adx cleanup and minor fixes
Changed on 2017-02-04 07:06 UTC:
Changed on 2017-02-05 01:18 UTC by bnnm:
- foo_input_vgmstream r1050-294-g39e34e6
- Added looping MP4 (.lmp4) [FFV iOS, FFDimensions iOS, Tales of Hearts R iOS]
- needs renaming .mp4 (ToHr) or .bin (FFV/FFD) to .lmp4
- Improved .MSF [Silent Hill HD (PS3), Digi World SP (PS3)]
- Added BIK/BIKa 1/2 [various game movies]
- Added FSB4/5 multichannel ADPCM
- Fixed FSB5 sample rate and channels
- (ffmpeg) Added 6ch joint stereo (for Atrac3)
Changed on 2017-02-24 03:14 UTC:
- foo_midi (https://kode54.net/fb2k/foo_midi.fb2k-component) 2.0.9 [signature (https://kode54.net/fb2k/foo_midi.fb2k-component.asc)]
- Updated BASSMIDI and BASSFLAC libraries.
- Added Apogee MIDI driver to Nuclear Option set
- Added dumb cleanup to Secret Sauce startup. This should help alleviate literal gigabytes worth of temporary files accumulating over time.
Changed on 2017-02-24 03:47 UTC by bnnm and haolink:
- foo_input_vgmstream r1050-318-g223f732
- [bnnm] Added AKB support for OGG/alt AAC [SQEX iOS: Dragon Quest 2-6, FF6, TWEWY]
- [bnnm] Relaxed loop validation in Nintendo "standard" DSP [ESPN 2002]
- [bnnm] (dev) FFmpeg preparations to fix some decoders with encoder delay
- [haolink] Fairy Fencer F: Advent Dark Force Looping OGG support added.
- [bnnm] Added multichannel XVAG MPEG [Uncharted 3, The Last of Us]
- [bnnm] (dev) MPEG tweaks
Changed on 2017-02-25 18:40 UTC:
- foo_dumb (https://kode54.net/fb2k/foo_dumb.fb2k-component) 1.0.169 [signature (https://kode54.net/fb2k/foo_dumb.fb2k-component.asc)]
- Updated ST3Play to version 0.78, now with proper default panning
Changed on 2017-03-01 04:23 UTC by bnnm:
- foo_input_vgmstream r1050-329-g59c2a57
- [bnnm] Redone XWB with full support [many XBOX360 games]
Includes PCM/XBOX-ADPCM/MS-ADPCM/XMA1/XMA2/WMAv1/WMAv2/WMApro. - [bnnm] (dev) XMA sample reader tweaks
Changed on 2017-03-02 05:09 UTC:
- foo_input_syntrax (https://kode54.net/fb2k/foo_input_syntrax.fb2k-component) 1.4 [signature (https://kode54.net/fb2k/foo_input_syntrax.fb2k-component.asc)]
- Changed the resampler to a mono implementation instead of wastefully using a stereo implementation, which resulted in a twofold improvement in playback performance.
Changed on 2017-03-05 16:00 UTC by bnnm:
- foo_input_vgmstream r1050-339-g4f9df81
- [bnnm] Fixed some XWB XACT2 looping [Blue Dragon, Prey]
- [bnnm] Added basic multi-stream FSB5 support
- [bnnm] Added SFX SGDX support
- [bnnm] Shows stream numbers in the description (few multi-stream formats only)
Changed on 2017-03-06 05:49 UTC:
- foo_input_avs (https://kode54.net/fb2k/foo_input_avs.fb2k-component) 0.5 [signature (https://kode54.net/fb2k/foo_input_avs.fb2k-component.asc)]
- Changed to support floating point sample formats directly, instead of converting them to 24 bit integer format.
Changed on 2017-03-11 00:42 UTC:
- foo_input_vgmstream (https://kode54.net/fb2k/foo_input_vgmstream.fb2k-component) r1050-351-ga36bf19 [signature (https://kode54.net/fb2k/foo_input_vgmstream.fb2k-component.asc)]
- Added GENH codecs: ATRAC3, ATRAC3plus, XMA1, XMA2, FFmpeg
- Added "short" MPDS (coefs missing) [T3, MI: Operation Surma (GC)]
- (dev) IMA/GENH/SCD cleanup; HCA extension check
Space reserved.
Space reserved.
I am not going to ask the reasons behind this action, just want to say I love your plugins.
I am not going to ask the reasons behind this action, just want to say I love your plugins.
+1
Btw, what's "Secret Sauce"? Some alternative Sound Canvas player?
It is a mystery.
OoOooooOooo I like riddles ^w^
OoOooooOooo I like riddles ^w^
Only a few know the answer ;)
Hmm, my lucky number is an exact one, path to Secret Sauce is set up correctly, but the Secret Sauce part in foo_midi preferences is not visible. Is there another part of the riddle I'm missing?
[EDIT]
Ahh, found it! Path should not contain the file name.
Bumping to report on my development process.
I am once again using a Windows virtual machine to develop and debug my components. This is not because I am running a non-Windows operating system as my primary desktop. I am running Windows 10 Pro on my primary desktop, my original 2012 desktop tower, which has since its original build received a number of different upgrades:
(http://valid.x86.fr/cache/banner/afukyx.png) (http://valid.x86.fr/afukyx)
Unfortunately, I've run into a lovely issue that originally reared its ugly head on various developers as early as 2006 (http://www.virtualdub.org/blog/pivot/entry.php?id=118). Basically, the MUI and handwriting and such interfaces will create local console wide mutex objects, and lock those during text rendering in just about every GUI application in the system. This now includes console apps, so they're involved in the same problem as well. The problem happens when the GUI app you're debugging locks these mutexes in one thread, then another thread is suspended due to an exception, or a breakpoint, or single-stepping through the code. These mutexes then stay locked along with their thread in the app, and soon, all GUI apps in the entire local console session lock up. The only way to regain control of the system, short of hard resetting, is to give the three finger salute and log out.
The only known workaround, since Windows 10 seems to make these MUI things permanent, is to do all debugging on the other end of Terminal Services or Remote Desktop, where the mutexes either don't exist, or don't affect display rendering.
So now I am developing inside a Windows VM, on a Windows desktop. But it's okay, I've got 32 gigs of RAM, that's plenty, right?
You did not list foo_hdcd ( which I am still nagging you on, of course: https://hydrogenaud.io/index.php/topic,79427.msg934501.html#msg934501 )
I did not alter foo_hdcd. How do you wish me to alter it?
E: Altered. Almost forgot about those posts, somehow.
typo within https://www.foobar2000.org/components/view/foo_input_vgmstream
https://gitlab.kode54.net/kode54/lib(g)7221_decode/commits/master
broken link within https://www.foobar2000.org/components/view/foo_midi
https://gitlab.kode54.net/kode54/midi_processing/commits/master
typo within https://www.foobar2000.org/components/view/foo_input_vgmstream
https://gitlab.kode54.net/kode54/lib(g)7221_decode/commits/master
This was corrected by adding the requisite "g".
broken link within https://www.foobar2000.org/components/view/foo_midi
https://gitlab.kode54.net/kode54/midi_processing/commits/master
And this was corrected by changing a project from private to public. The link was correct, but the project was still private, by mistake.
And with today's VGMStream update, comes what is likely to be my last release signed with this Thawte personal certificate, which expires on Sunday. As they have been telling me repeatedly at each step, they no longer offer personal certificates, but they'll happily renew my certificate for an organization, which I do not have registered. I also do not have that kind of money.
I was thinking of something along the lines of this Open Source Code Signing certificate (https://en.sklep.certum.pl/data-safety/code-signing-certificates/open-source-code-signing.html), which will run me about €14, which I won't have until next month. I'd rather not start releasing unsigned binaries.
I'll be updating the opening post with a campaign link, hopefully I can get some funds to help out with the bills here.
7-Zip archive support seems show wrong version (1.11) on the components page, I got 1.12, also AdPlug decoder 1.47, its 1.48. Any plan for you to update BASS libraries inside you foo_midi package?
Well, crap. They raised the price of the Open Source Code Signing certificate to €86. How swell.
https://en.sklep.certum.pl/data-safety/code-signing-certificates.html
Fixing those things you mentioned, including BASS versions.
What has been changed about the http://www.foobar2000.org/components/view/foo_r128norm ? Description not too transparent ...
Well, crap. They raised the price of the Open Source Code Signing certificate to €86. How swell.
https://en.sklep.certum.pl/data-safety/code-signing-certificates.html
Now it says 28, doesn't it?
I am now running a Patreon campaign (https://www.patreon.com/kode54)
I for one prefer to hand out one-time rather than having to sign up for yet another service (in particular one that had donation records hacked and exposed and stolen). Not sure what channels are convenient to use these days ...
That certificate provider still hasn't gotten back to me with any information regarding whether that Open Source certificate is any good for signing binaries, and the €139 standard certificate is the first to mention that. The OSS certificate also doesn't mention an expiration date or valid lifetime, seeming to imply it's a non-expiring certificate designed for signing source code and text documents, not binaries.
As for being hacked and having its records stolen, I was unaware of that. I barely remember anything about records of things I may have foolishly donated to being leaked, but I guess that slipped my mind.
I also have a Pledgie button on my components' page. Perhaps I shouldn't even ask for money, all I can account of that $125 raised since starting to use the service has gone towards paying ongoing bills, of which I manage to cover about $400 per month.
Unsurprisingly, the previous description on the Patreon page, which basically admitted to me being financially irresponsible, did not manage to bring anything in. Maybe what I really need is someone to take over my finances and handle all of my payments and purchases.
I didn't even know about your Patreon page until I got myself back to this page to ask about foo_r128norm and checked your OP again. Wonder whether you have had the Patreon link in the "About" the component for long without my noticing it. (Maybe that was the most recent update?)
Maybe Peter should allow for some dry "this component author accepts donations" link on e.g. http://www.foobar2000.org/components/author/kode54 , but I guess only a minority of fb2k users would donate even to him, and he has kept the money nagging at a low key.
Does secret sauce flavor create temp files for some reason? I just realized this after I checked my temp folder. I rarely delete the contents but when I checked, I got 267 tmp file, about 6.38 GB. The way I use it is I just copy the needed file to certain folder and set it to path. Regards :)
I need to fix that. It should only create up to 3 temp files per instance of the decoder active, recycling them for successive instances. I'll need to add more aggressive cleanup on startup, so they don't accumulate. I noticed 4.5GB worth of them accumulated on my own system.
Unfortunately, I want to release new components with proper code signature, but I don't have the money for that yet. I'll see what next month brings.
hi, another question. When using vsti plug-in, every time start new playback, my mouse cursor show loading icon for a moment. What could be the reason? Is it normal behavior? I'm using Windows 8.1 64-bit and Yamaha S-YXG50 Portable VSTi v1.0.0.
The VSTi player is spawning an external process every time this happens, where it opens the VSTi three times. This is a background process, and I don't know why it pops up the loading icon, other than some behavior of this particular VSTi.
I mean loading cursor, sorry :)
I didn't have any other vsti plug-in to test, and now I know a bit more about how it works with foobar2000. thank you and I hope you will reach your goal next month :)
hi kode54, is foo_midi supposed to work with SC-VA 1.0.7? I tried it but doesn't work. Regards. Thanks. :)
hi kode54, is foo_midi supposed to work with SC-VA 1.0.7? I tried it but doesn't work. Regards. Thanks. :)
It's only been tested with version 1.0.3 of SCVA.
It has now been tested with 1.0.7, and verified to work.
Thank you so much. Yes, I used to use it with v1.0.3 but just tried it yesterday with v.1.0.7. Nice to have it update, though I haven't known yet what's update from dll itself, hehehe. Regards. :)
Hi, kode54, wanna ask you about OpenMPT component
Any difference between OpenMPT components from you and from OpenMPT website? Component that you posted didn't include openmpt-mpg123.dll like I found in v.0.3.x.
Will there an option page like the one that present on OpenMPT for XMPlay?
Thanks. Regards :)
It uses statically linked minimp3 and stb_vorbis instead of externally linking the larger mpg123 and libvorbis. There are preferences in the Decoders section of the Advanced Preferences page, like the official component.
@kode54 , foo_ac3 0.9.9 doesn't work without SSE2. Since it is your only component that requires SSE2, i want to ask: wasn't this requirement added by mistake? Or is it because of the bug in MSVS (https://hydrogenaud.io/index.php/topic,108411.msg951691.html#msg951691)?
Sorry, it'll require SSE2 even if I disable optimization. I checked. Well, I sort of checked. I don't know if most of the SSE2 crap I found in a disassembly is just optional code paths of the C runtime.
E: Scratch that, it was a false alarm disassembling part of a data table, and the rest should be run time switched SSE2 code that only executes if support is detected.
Problem is fixed in 0.9.10. It works without SSE2.
hi, kode54,
PSF decoder component page still has warning "NOTE: Please only install _ONE_ PSF Decoder at a time!"
foo_dumb 2.0.3, does it still use DUMBv2.0.2? about dialog box says this
by the way, any respond to this (https://lib.openmpt.org/libopenmpt/2018/01/23/foo_openmpt-fork/)?
regards :)
Response is already on my blog. About dialog will be fixed when I get around to it. Multiple PSF decoders is not really recommended anyway, since you still only get one doing anything, and the other just waiting for you to enable it.
hi kode54. I have some question
Have you consider to implement a way to display synthesizer that being use on MIDI playback?
Any solution for Secret Sauce for not creating any temp file?
And how about changing synthesizer on the fly, keep the playback?
Apply button for MUNT data path stay disabled after changing it. Could it be fixed?
hi, kode54.
After installing 7-ZIP Reader (also EX version. made by other dev), unlike other archive reader, 7-ZIP format is shown in "Set Programs Associations". Is it by design maybe?
My archive readers register associations for all supported formats.
And I already answered this in email, I think. Secret Sauce creates temporary files the same as the plugin it lifts its library from, to facilitate multiple instances in the same process. Without it, you only get one instance globally, 16 channels. And I thought I fixed that MUNT issue already.
I just checked, your foo_unpack_jma, foo_unpack_lha, and foo_unpack_unix, they don't register associations.
Thanks for all the answer. Yeah, I also sometimes check your git repo, it has been fixed. Thank you :)
Since v2.1, MIDI Player shows empty on plug-in when reopen the preference, VSTi is set before. Tested with Yamaha S-YXG50.
I just fixed that with a new release: 2.1.3.
I do fast switch between preferences page and then glitches happen after MIDI Player page. Could you check for this, kode54? Sorry, just happened to notice this just now. Thanks :)
Congratulations, you've noticed that the preferences dialog takes a while to initialize when it's configured to detect VST components. I don't see what's happening there, other than aborted initialization if you skip through the dialogs quickly.
I don't see what's happening there, other than aborted initialization if you skip through the dialogs quickly.
Preferences dialog for other components are overwritten by foo_openmpt54 dialog.
This appears to be a bug in the player itself, not any of my components?
if it's not from your component, in this case, foo_midi then its probably from the player. Only you or Peter could answer that, I guess :)
hi kode54, woukd you separate preference page between your AOPSF and PSF/Highly Experimental Decoder? Installing both will only show one preference page. Thanks
hi kode54, woukd you separate preference page between your AOPSF and PSF/Highly Experimental Decoder? Installing both will only show one preference page. Thanks
You're not supposed to install both at the same time.
I think you can if you use the decoding panel, though. I keep Highly Experimental disabled and only enable it for sets that are rejected by AOPSF, such as Final Fantasy 10.
AOPSF also plays the Kingdom Hearts II set very badly. It also doesn't play the Silent Hill 2 set at all.
I see you have removed your components from official repo and your website. I hope it was not serious matter.
I see you have removed your components from official repo and your website. I hope it was not serious matter.
I wonder why?! I hope everything is ok with Kode54 and Peter...
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Jesus christ, I take one little break over some private issues, and everyone starts thinking that one of my friends drove me to suicide.
No. This is related to toxic behavior I've just finally grown tired of, first from the public IRC channel, then the private alpha channel. I really should be calling the people responsible out for it to their faces, in the venues I described, instead of just vacating silently.
I also should have realized that taking down my components from everywhere they're normally available for, and delisting them (not removing them) from the official repository, would only send a message to my followers, and a bad one at that.
Sheesh, please people, stop overreacting. You're only serving to hurt people, as I guess I've hurt you in this action.
I'll likely end up putting everything back the way it was, and rejoin the private chat at least, and poke some people to try to keep their "silly" comments to a minimum.
I'll continue operating the forum as an administrator, as I have been doing almost daily for years now. Sorry if I ignored some of you in personal messages, I was kind of mad at the whole situation before I found out that some anonymous person on 4chan was accusing one of my friends of driving me to suicide. That person can kindly hecc off.
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ooh, sry to bug u Kode54... I hope u are doing alright...
I am happy to see you are alive and well... please do relist your Foobar 2000 extensions... I will re-donate again on Pateron.com when I have more $ again... sry I haven't been able to up to this point..
Hey kode, I didn't find a thread specifically for foo_ac3, so I'm hoping this is the right place to ask. I've got a 7.1 setup with both side surround and back surrounds. They are configured correctly in Win10 which is outputting 7.1 sound. I'm using foo_ac3.
When I play a 5.1 ac3 file the rear surrounds are being used instead of the side surrounds. This seems wrong... or at least something that ought to be configurable.
With a 5.1 DTS file, the side surrounds are correctly used.
Do you know why this might be happening with ac3 files and if there's any way to change it? I can change to a 5.1 setup and then the side surrounds work, but that's no good for movie watching.
It uses the correct speakers for the AC-3 standard, which was not expanded to support side surrounds until E-AC-3, as far as I know. I do not support E-AC-3.
If I were ever to support E-AC-3, I would need to merge foo_ac3 with foo_input_dts, since that is already using a specialized version of FFmpeg to decode DTS and DTS-HD MA.
The side surrounds are used with DTS in foobar2000 because FFmpeg already decides that is the correct speaker mask to use for it.
I'll have to look into this in the future.
It uses the correct speakers for the AC-3 standard
Can you please give link to the source of this information?
Because wikipedia says, that correct standard channel layout for Dolby (and DTS too, of course) is 5.0 (5.1)
SIDE - https://en.wikipedia.org/wiki/Surround_sound#Standard_speaker_channels (see Note 3 in header of column for 5.0 side).
THX site also say that side speakers are used for 5.1 - https://www.thx.com/faq/#set-5-1-surround-sound-speakers It is not called literally "side" there, but if you compare picture of 5.1 setup with 7.1 setup picture ( https://www.thx.com/faq/#set-7-1-surround-sound-speakers ), it is obvious that 5.1 uses side speakers, not back/rear.
I can change to a 5.1 setup and then the side surrounds work, but that's no good for movie watching.
As workaround to remap channels only for AC3 you can use foo_dynamicdsp ( https://hydrogenaud.io/index.php/topic,96094.msg956094.html#msg956094 ) together with matrix mixer ( http://skipyrich.com/wiki/Foobar2000:Matrix_Mixer )
no more components on your webpage?
:'(
The server was accidentally reset, and we decided not to bring back my personal components mirror.
The components link leads to the official repository, which has the latest components. I also have a mirror at https://keybase.pub/kode54/foobar2000/ but as there are no visible timestamps, and no index page, there is no way to know if any of them have been updated recently, possibly without sending a HEAD query to the server for the download links.
My components have been removed from the official repository over an issue that I will deal with soon enough. For now, they may be downloaded manually from my ever-present Keybase KBFS directory:
https://keybase.pub/kode54/foobar2000/
My components have been removed from the official repository over an issue that I will deal with soon enough. For now, they may be downloaded manually from my ever-present Keybase KBFS directory:
https://keybase.pub/kode54/foobar2000/
oook.... :( :'( :'(
I hope this all gets sorted out soon... because it sucks not having your addons on the official repo. for update checks...
I do weekly/daily... Thx Kode54 for all these years of your coding, without which I would not be able to listen to vgm...
Okay, everything that matters is back up on the components repository, with newly rewritten descriptions.
Okay, everything that matters is back up on the components repository, with newly rewritten descriptions.
Huwayy! Thx Kode54...
but... you also removed the links to your repos and the commit change logs... :'( O:)
so how will I know what u changed and fixed?
By the way, TTA Audio Decoder constantly tries to update itself - its internal version is still 3.5.
Oops. That should be fixed now.
I can't find aopsf anymore, so is it considered obsolete?
It is less compatible than foo_psf, and the two components can conflict with each other. My components mirror dump on Keybase probably has it, but it hasn't been updated in years.
Seeking in raw dts files is broken in foo_input_dts 0.6.9. It just skips to next track instead of seeking.
Did you miss my report where I said it was horribly slow before and do nothing about it? Apparently I can't fix it either way, so either you get super slow seeking or no seeking at all.
Sorry, obviously i missed your report. But isn't slow seeking better than no seeking?
Yes, which is why I reverted the last release. You're welcome to blazing fast seeking if you remux your DTS streams into a container, like MKA.
I just wanted to let you know that some GENH audio files are muted in current vgmstream revisions sometimes (so in foobar's plugin too). I referenced the issue on their Github which was fixed in a pending commit. I don't know how long vgmstream takes to merge commits so I wanted to post it here just in case.
https://github.com/losnoco/vgmstream/issues/596
I have question about foo_pd_aac. Can it be made to take over decoding for HE-AAC files/streams with 960 samples per frame? Because ffmpeg's decoder used in foobar can only decode LC part of such files. Samples - https://www.dropbox.com/s/lrplgnvhxheape7/HE-AAC%20960.zip?dl=1
I can ask Peter about that, but basically, prior to some semi-recent changes to my component, it would "cheat" to ensure it gained total priority over all AAC formats if installed. Some users asked this to be reduced to its current state, because they care about their > ±1.0 peaks on AAC files being properly represented by a floating point decoder, which this component is not.
So. it's not possible to decode only HE-AAC 960 by this component but leave other LC and HE flavors to the built-in decoder?
It may be possible, if the internal component actively rejects such streams and hands them off to me. And if I actively accept HE-AAC only if it's 960.
I still have to ask Peter about it, because his component doesn't reject such files, so I'd only get them if my component happened to accept HE-AAC and by chance was a higher priority due to the load order.
It is done.
Thanks. Will it work as expected with next fb2k update?
What exactly do you mean? It works here. I guess it requires an update to the player for the player to not decode these formats itself.
Indeed, it works with 1.6.1 beta.
I'll be introducing a new feature for 1.6.1 beta and newer as well. Basically, an input component attribute hook that only just got implemented into regular use by 1.6.1 and up, it will allow any input which supports variable sample rates on its own, to automatically configure itself during normal playback to match the settings of the output stream, so that outputs don't need to resample anything you give them.
So, for instance, all of my synthesizer and emulator components which support variable output rate, can do their own resampling or mixing at a different rate, instead of requiring the user to configure a rate, which may or may not be resampled anyway.
Any plans to update foo_midi? I see some BASS libraries and libADLMIDI got updated. Thanks.
It has been updated, and apparently thanks to Visual Studio, it no longer works under Wine.
E: It probably works under Wine now with the latest update. Woohoo for stupidcoding that used to work, but that I forgot to fix.
Hi kode, regarding your usf decoder component. The resampler used with the "Resample to: " option isn't transparent. It makes the audio sound muffled? I don't know how to explain it. I've included a abx log with the usf converted straight to flac with your option ticked off and on set to 44100hz.
foo_abx 2.0.6d report
foobar2000 v1.6.2
2020-10-22 16:25:22
File A: CarrInst.flac
SHA1: ca233a9aee993a86391ce7e4f9817274c82bf6a8
File B: CarrInstResampled.flac
SHA1: becda9f29c09b446eb0a3c9ac92b42d6ac66ee29
Output:
Default : Primary Sound Driver
Crossfading: NO
16:25:22 : Test started.
16:25:58 : 01/01
16:26:15 : 02/02
16:26:25 : 03/03
16:26:35 : 04/04
16:26:49 : 05/05
16:26:59 : 06/06
16:27:11 : 07/07
16:27:22 : 08/08
16:27:33 : 09/09
16:27:44 : 10/10
16:27:56 : 11/11
16:28:06 : 12/12
16:28:18 : 13/13
16:28:31 : 14/14
16:28:41 : 15/15
16:28:57 : 16/16
16:28:57 : Test finished.
----------
Total: 16/16
p-value: 0 (0%)
-- signature --
6248b49e980eeb792e0de4acf648d5e710e1f9f9
It isn't meant to be transparent. It's literally the same resampler that the USF sets themselves use to resample when mixing. If you want transparent resampling, turn off the built-in one and let the player resample your audio for you. Just don't expect miracles when upsampling 22KHz or lower audio to whatever rate your sound hardware expects. Hell, I'd have expected a proper sinc resampler to muffle the audio even more than this cubic resampler does.
Thank you very much for the explanation.
Edit: Is it proper to use sinc resamplers when the frequency of files are that low? What did you mean by not to expect much from resampling lower input sample rates?
Sinc resamplers will upsample low sample rate files to higher sample rate files, without actually adding any high frequency content. They should sound identical.
The current resampler, a simple fixed table cubic resampler, will actually add higher frequency content in the form of aliasing. It should be possible to ABX that against a sinc resampler.
I was suggesting that a "high quality" resampler would actually produce transparent results, but it should actually sound more muffled than a cubic filter with the same sample ratio. Anything which sounds less muffled is adding high frequency content that did not exist in the source audio.
I was suggesting that a "high quality" resampler would actually produce transparent results, but it should actually sound more muffled than a cubic filter with the same sample ratio. Anything which sounds less muffled is adding high frequency content that did not exist in the source audio.
Yeah that's odd, using the PPHS resampler shows in a spectrogram that it doesnt add any high frequency content but it sounds less muffled than the cubic resampler, which as you said adds aliasing.
Also as a side note the dbpa/ssrc resampler doesnt actually resample the audio in the foobar converter when it's added as a dsp. Don't know if that's a bug or not.
WASAPI Shared outputs already resample using your preferred resampler to match the output's requirements. Either the DSP chain is ignoring a resampler on the end of the chain in this case, as it is indeed redundant, or you can't hear the difference.
Yeah I know it's redundant :D, I was just wondering that's all. Thanks again for the explanations.
I just downloaded some USF archives, disabled resampling in foo_input_usf settings and they are decoded at strange sample rates such as 32006 Hz or 21998 Hz.
It seems that SSRC has problems with such samplerates. It can convert from 32000 Hz or 22000 Hz to 44100 Hz, but not from 32006 or 21998.
I did notice that input files at 22018hz whether they were usf or flac didn't get touched by SSRC when transcoding as the resulting file was always 22018hz. 44100 inputs had the end files resampled properly at whatever I chose for example 22050hz or 48000hz.
Edit: Just tested a 22050hz file to upsample at 44100hz and it works as expected.
Yeah, USF runs at integer factors of the system main clock. Therefore it needs a resampler that can handle weird sample rates. Yes, rounding the rates to different rates first will result in tempo/clock drift.
Hello, kode54. I've run into a problem, and it could be fixed with an added feature to your fork of OpenMPT.
Several tracks in the Deus Ex BGM (Unreal Engine 1 UMX tracks) have silence at the beginning, and up to 9 seconds of it each! I can fix the problem with Peter's built-in Skip Silence plugin, but when I add that to my DSP chain it affects other tracks in my library, which is undesirable. I've made separate DSP presets for Deus Ex specifically, but it's a hassle to change between them and I can also be forgetful about changing them because I have memory problems.
If it's not too much trouble, would you be able to please add skip silence functionality to your fork of OpenMPT? Or even a checkbox to remove leading silence? It would be an enormous QoL improvement for me. I already asked in the Wishlist thread if Peter could add playlist-specific functionality to his Skip Silence plugin, which would be ideal, but I don't think that's on his radar at the moment.
Thank you for your time.
Which files? I am not experiencing any such issue.
Edit: Looks like some subsongs do it. Report them to libOpenMPT.
Which files? I am not experiencing any such issue.
Edit: Looks like some subsongs do it. Report them to libOpenMPT.
Oh, is this a bug in the decoding then? I just assumed it was intentional and had something to do with the way the game fades from one track to another. The silence seems to be there for the "combat" subsongs (mainly or entirely).
*EDIT*
I just checked, and the silence is only at the beginning of combat subsongs (though there is also long silence at the end of the various ending songs that would benefit from being skipped.) I believe it is intentional and correct decoding of the files.
You can also delete the subsongs you don't want to hear from the playlist, but there's no way to permanently toggle those ones off from being listed when adding the base files to the playlist.
Edit: You may wish to keep it anyway, in some cases. For instance, the Paris Cathedral theme also contains the main Paris levels theme.
I prefer to keep every song and subsong on the playlist. I organized and tagged them (external tags) based on chronological order. I don't see removing a song I want to hear because it has long silence as a solution. :(
You could use the skip silence DSP. I don't know anything to do for those files other than implementing the exact same DSP into the plugin.
That's exactly what I'm asking. I need a way to skip silence on these files without affecting other files/playlists in my library. Skip Silence doesn't have a playlist-specific option.
(From my first post on the issue)
If it's not too much trouble, would you be able to please add skip silence functionality to your fork of OpenMPT? Or even a checkbox to remove leading silence? It would be an enormous QoL improvement for me. I already asked in the Wishlist thread if Peter could add playlist-specific functionality to his Skip Silence plugin, which would be ideal, but I don't think that's on his radar at the moment.
Thank you for your time.
One last point I would like to make is that video game BGM tends to have weird oddities like the silence in these Deus Ex tracks, so the ability to remove the leading and trailing silence from this kind of video game music specifically would be a useful addition to the decoder for more than just these tracks.
Regardless of whether you decide to implement this or not, I just wanted to say thank you for your plugins. They have brought me joy and made my experience with foobar2000 much better than it otherwise would have been. Thanks for being awesome. :)
Its been long time since I played Crash Bandicoot 3, I realize now latest psf decoder failed to play them. Thankfully there is an old version to check and play fine with it. Could you take a look at it? thanks. the psf got from joshw site.
Could you report which version supports them? I don't keep a backlog of binaries, so I need to know.
v.2.2.5, I got it from component repository on foobar2000 website.
It's a broken rip. Change the default emulation compatibility to "friendly" to work around it. Rips should work without this change. Rips that don't won't even play on actual hardware.
I never changed default option so missed that. I should have checked that option since its part of recent changelog. Thank you :)
Just found this on his website (https://kode54.net/fb2k)
I used to maintain a bunch of foobar2000 components, but I no longer support their community or developers, so I have ceased maintaining them. The repository for all of them, and the top level project containing all of them, are now archived, in case anyone really feels like they could take them over.
I will not update my components to support the new x86_64 version of foobar2000.
Thanks for the contributions. Hope all the best for him :)
I wish kode54 the best, too. I recall that he definitely seemed to be getting sick of everything as it got more and more stressful for him to deal with what he sometimes had to.
HDCD detection from ffmpeg then? foo_hdcd had a few issues.