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Hosted Forums => foobar2000 => 3rd Party Plugins - (fb2k) => Topic started by: deus-ex on 09 September, 2004, 05:54:53 PM

Title: foo_dumb
Post by: deus-ex on 09 September, 2004, 05:54:53 PM
Hello Kode54,

its me (deus-ex) again.

You introduced a new modplugin named foo_dumb. I gave it a test run against foo_mod right away (just downloaded latest version 9.9.2004).
In comparison its soundoutput is not as clear as foo_mod utilizing bass.dll. It sounds softer, as if there's some textile between the speakers and
your ears. Also i found the .it-format support not as "balls on accurate" like provided with the bass.dll. I uploaded a file named Chris35b.it to
demonstrate this. At start of the second order (after ~8 sec. playtime) you'll hear a ~hiss~ sound which is intended to be there but foo_dumb
puts it too much into the foreground so that it sounds anoyingly wrong. Please also check foo_dumb with uploaded 303.it. It loses so much quality
against replaying with foo_mod.

Second file in the upload named F0x-Test.xm fails to be loaded with foo_dumb. It features some weird special undocumented Fasttracker tricks.
It does sound very uncommon but it is a very good test file i guess. Once Xmplay had problems with this file too, until i send  it to Ian (Xmplay author)
so he was able and kind enough to fix it.

Visiting DUMB's homepage and checking its CVS on sourceforge it seems that the project came to halt since a very long time. Is that correct?
If so i hope you can maintain and fix the code for your plugin if necessary.
Btw., everytime you update one of your plugins i wonder what has changed. Recently you updated foo_mod (my favorite plugin) and foo_dumb
quite often though their version number did'nt change. Maybe you can put a little file_id.diz or readme.txt along with the plugin mentioning the
changes if its not too much to ask for?

One suggestion/question please: (don't beat me for asking this)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I don't know if bass.dll/dumb library provides necessary data but is it possible to have pattern view like in Xmplay?


Edited 18-10-2004: Downloadlink as a service for new threadvisitors.
[span style='font-size:13pt;line-height:100%']Download latest version of Foo_Dumb (http://www.saunalahti.fi/cse/kode54/foo_dumb.zip)[/span]


Regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 09 September, 2004, 06:46:04 PM
Chris35b.it doesn't sound much different from BASS, at least when both are using no interpolation. Similar for 303.it. You might want to make sure you are using the correct module decoder for each decoding run and test, as follows:For simplicity in repeat testing, use the diskwriter to convert the output of both separate decoders to floating point WAV files, either manually naming the output for each test, or renaming the output file between conversions. Then, import both WAV files and apply ReplayGain track gain to them.


As for F0x-Test.xm, it breaks because of something simple I implemented to make backward.s3m work. Basically, F0x-Test.xm loops infinitely by pattern break-to-row effect, which causes DUMB's length calculation to loop indefinitely. The only way to fix this would be to correctly implement a system in DUMB so that it logs every pattern/row it plays and triggers the loop callback whenever it hits a row it has already played. I'll work on this later. (This is probably what XMPlay/BASS already do.)

Live pattern display, or even simple effects display lights similar to what mod4win features would have to be implemented as a Visualization component for realtime display, or at least to log the output lag. Parsing the pattern data into a visible display would be a lot more complicated. I'll think about it, maybe.
Title: foo_dumb
Post by: deus-ex on 09 September, 2004, 07:32:30 PM
Quote
Chris35b.it doesn't sound much different from BASS, at least when both are using no interpolation. Similar for 303.it. You might want to make sure you are using the correct module decoder for each 5decoding run and test, as follows...
Ooops, you're right.
Chris35b.it does'nt sound to different, also you might wonder where's that hiss sound i was talking about. By mistake i choose the wrong example.
I ment Chris38b.it. Uploaded to the foo_dumb upload topic. ~Cough~ Sorry ~Cough~, please check this file, too.

I don't have both plugins installed at the same time or mix them up. For testing i make a copy of the foobar2000 folder to a different place, remove foo_mod
and copy foo_dumb into components folder, than start up that copy and uncheck interpolation in foo_dumb settings of course.
This way i have two copies of foobar running at the same time, one is playing back while the other is on halt untill i switch with taskmanager.
During playback i open foobars preferences [Ctrl-P] to doublecheck which modplugin is currently in use.

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Basically, F0x-Test.xm loops infinitely by pattern break-to-row effect, which causes DUMB's length calculation to loop indefinitely. The only way to fix this would be to correctly implement a system in DUMB so that it logs every pattern/row it plays and triggers the loop callback whenever it hits a row it has already played. I'll work on this later. (This is probably what XMPlay/BASS already do.)
You're right. That was the main problem with Xmplay, too. Back then i had to enable autoloop to have xmplay replay the file and not to skip over it.

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Live pattern display, or even simple effects display lights similar to what mod4win features would have to be implemented as a Visualization component for realtime display, or at least to log the output lag. Parsing the pattern data into a visible display would be a lot more complicated. I'll think about it, maybe.
I'm interested in pattern view like in the good old DOS trackers. It's implemented in Xmplay since quiet some time now, that's why
i wondered if the requiered data is accessable through bass.dll, too.

Regards, deus-ex.
Title: foo_dumb
Post by: lll9p_1 on 10 September, 2004, 12:48:08 AM
Where can i download it?
Title: foo_dumb
Post by: Silverbolt on 10 September, 2004, 01:31:37 AM
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Where can i download it?[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=240691")
[a href="http://www.cqasys.com/projects/kode54/index.php]Here[/url]
Title: foo_dumb
Post by: kode54 on 10 September, 2004, 05:23:07 AM
Uploaded v0.9.2.1.Silly me, the thought hadn't occurred to me that I should run two instances. It's nothing new, just something I haven't done for a while. Oh well.
Title: foo_dumb
Post by: deus-ex on 10 September, 2004, 06:56:31 AM
Quote
Uploaded v0.9.2.1.
Checked new version, .it-format replay is noticable improved. I was able to drop some testfiles that i had prepared for upload.
However, there remain to files you might want to have a look at, again beeing .it-format. You can find them in the upload section.

foo_dumb testfiles 2 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=975) <- (download link)
4thsym.it = resonant filters, foo_dump plays it not as accurate as foo_mod
Cregaia.it = soundvolume of some channel(s) drops in foo_dumb after ~6 sec. replaytime

What do you think about my request regarding updateinfo (readme.txt) of your plugins? Even a little sentence on your downloadpage
would be suffice.

Regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 10 September, 2004, 09:39:02 AM
Uploaded v0.9.2.2.I'm not sure about 4thsym.it. Maybe if you could point me to a time offset where the difference is more obvious?
Title: foo_dumb
Post by: deus-ex on 10 September, 2004, 04:53:14 PM
Checked updated foo_dumb v0.9.2.2. Cregaia.it issue fixed. Thank you.

I guess you don't hear the differences as much like me because:
- i'm very familiar with the testfiles, i have them since many years
- different sound gear, hence different output result
- different opinion on what sounds ok, what not
- maybe different quality of hearing? (thats not ment as an offend)
- different taste of music

I uploaded another file were the differences should be easier to spot, i hope.

Chris50b.it (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=979) <-(direct download link)
Notice the voice at the beginning shouting: "somebody scream". It sounds damped with foo_dumb. Foo_mod outputs it very clear.
Forward to ~55 sec playtime. A Guitar, distorted with resonant filters, plays in the foreground. Replay is more detailed, richer with foo_mod.

Regards, deus-ex.

P.S.: Please comment on my update info request, will you?
Title: foo_dumb
Post by: kode54 on 11 September, 2004, 05:12:10 AM
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Chris50b.it (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=979) <-(direct download link)
Notice the voice at the beginning shouting: "somebody scream". It sounds damped with foo_dumb. Foo_mod outputs it very clear.
Forward to ~55 sec playtime. A Guitar, distorted with resonant filters, plays in the foreground. Replay is more detailed, richer with foo_mod.
[a href="index.php?act=findpost&pid=240825"][{POST_SNAPBACK}][/a]

The first time that sample is played, it is combined with an embedded MIDI macro which sets the cutoff level to 64. (range 0-127) It sounds the same in both BASS and ModPlug Tracker, but DUMB's output sounds more like Impulse Tracker itself when it is equipped with a filter capable output driver. Maybe BASS doesn't support embedded MIDI macros properly. (The sample is played three times throughout the whole module, and the cutoff level is only ~50% the first time. I can send you a short sample generated by IT2.14's mono-only diskwriter.)

EDIT: Actually, with the correct S7x instrument control implemented, DUMB sounds identical to Impulse tracker with a filtering output driver, right down to the volume level. Of course, IT only outputs integer samples in the 16-bit range, so you don't have the advantage of ReplayGain scanning and correction with optional peak limiting. Without the S7x, the only real difference is six notes where it overrides the new note action to cut. (Two in pattern 41, two in 4, and two in 7. Pattern 41, which happens to be the first in the order list, also uses normal note cut, S70 background voice cut, M40 channel volume reset, and MIDI macros to reset the filter cutoff and resonance at the start. Not just for initialization, it also assumes the player/tracker will need resetting on repetition, I think.)

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Please comment on my update info request, will you?

I'll think of a way to automate update information, but I won't be including it in the ZIP files. (Well, I might. I'm not so sure everyone wants extra text files in the downloads, especially people who use them to assemble installers.) Something else for me to think about.
Title: foo_dumb
Post by: deus-ex on 11 September, 2004, 04:59:01 PM
Quote
...DUMB's output sounds more like Impulse Tracker itself when it is equipped with a filter capable output driver. ...I can send you a short sample generated by IT2.14's mono-only diskwriter.)
Yes, you're right. I did a diskwriter test on my own, thank you. I also checked a diskwriting of 303.it. IT and Foo_Dumb replays it
without any clipping in opposite to Xmplay. I'm convinced now that foo_dumbs .it support is closer to the original than foo_mod. Very good.

Btw., how/what system are you running IT/Diskwriter? I cannot find a way to setup EMS for IT (IT does'nt accept XMS).
I tried everything (Properties; editing config.nt to load EMS), no success. Solved it using DOSBox-Driver v.6.1, but it's very slow
though soundprocessing is'nt in use when diskwriting.
My Gear: WinXP Pro, Nforce2, 512MB, AMD Barton 2600, Terratec Aureon Space

Uploaded a new set of files, which i found to cause errors with foo_dumb.
foo_dumb Testfiles 3 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=982) <- (direct download)

.it:
Moonlit.it  = clipping, flutesound at the start
s3m:
Bdp-Koro.s3m = mono s3m, wrong panning, left instead middle, seems to be the case for every mono .s3m i tested
Budda.s3m    = loadfailure, it's converted from .far-format,  no foobar error available
Strshine.s3m = loadfailure, dito
Phazer.s3m  = clicking, first orders, IT does the same, FT2 & XMPLAY play without clicks
Satell.s3m  = clipping, start area
.xm:
Jt_Smily.xm  = clipping, noticable from start
Mr_Lazy.xm  = wrong initial panning, too much to the right, i have one more such .xm
Whisper.xm  = drum ~snare effect~ missing, FT2 and XMPLY plays them


I recognized that the Codec field is left empty when replaying .mod/.xm/.s3m. Additionally, foo_dumb does'nt report
channel numbers for .mod-files properly.

Will foo_dumb support .mtm format?
Looking forward for next release. I plan to switch to foo_dumb when the last issues can be sorted out (hopefully).

Thanks in advance, deus-ex.
Title: foo_dumb
Post by: kode54 on 11 September, 2004, 11:29:49 PM
Quote from: deus-ex,Sep 11 2004, 01:59 PM
Btw., how/what system are you running IT/Diskwriter? I cannot find a way to setup EMS for IT (IT does'nt accept XMS).
I tried everything (Properties; editing config.nt to load EMS), no success. Solved it using DOSBox-Driver v.6.1, but it's very slow
though soundprocessing is'nt in use when diskwriting.
My Gear: WinXP Pro, Nforce2, 512MB, AMD Barton 2600, Terratec Aureon Space[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=241043")

DOSBox 0.61+ CVS build, dated 2004-Sep-07, from [a href="http://www.mypixels.dk/forums/index.php?showtopic=190]here[/url]. Yes, it is annoyingly slow. The SB16 and GUS drivers are acceptable, but lacking the resonant filters.

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Moonlit.it   = clipping, flutesound at the start[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

I'm not sure if you mean the fact that the flute sound is a bit scrapy or not. It seems to sound the same in IT as well. As for clipping, ReplayGain scan your files before playing. This one definitely clips. I implemented sample vibrato waveform, as well as channel vibrato and tremolo waveform commands. Panbrello is still unimplemented, but probably not used by this module.

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Bdp-Koro.s3m = mono s3m, wrong panning, left instead middle, seems to be the case for every mono .s3m i tested[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

Fixed checking the mono bit in the master volume in S3M files, and also handling mono IT files. S3M master volume is not used at all due to how it is intended to affect the output mix level compared to the master volume in Impulse Tracker modules, supposedly. ModPlug just treats this value the same as IT master volume, yet the two appear to have a different effect on the output volume. I will have to investigate this further, later.

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Budda.s3m    = loadfailure, it's converted from .far-format,  no foobar error available[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

The empty patterns in the file do not contain enough valid data. I've "corrected" this with a bit of a hack that will fill the rest with empty rows in this case. (I can't verify the length field for sure, as ST3 itself seems to have included the length in this field, while both this file and Aryx.s3m do not include the length field in the total length.)

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Strshine.s3m = loadfailure, dito[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

This file failed to load because it was missing a EOF character (0x1A) after the song title. The tracker version field also indicates that it was written by ScreamTracker v3.00, so that may not have been a part of the format yet. Hackfixed for now, though I may make it stricter so it only allows this with older tracker versions.

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Phazer.s3m   = clicking, first orders, IT does the same, FT2 & XMPLAY play without clicks[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

This is a matter of FT2 and XMPlay using volume ramping, while DUMB employs only simple declicking. This will be a more complicated feature to implement.

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Satell.s3m   = clipping, start area[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

This can probably be corrected by actually handling the master volume, but I'm not so sure treating it the same as IT master volume would be accurate to ST3's software mixer.

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Jt_Smily.xm  = clipping, noticable from start[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

According to the console, clipping does not occur until the bass/rhythm kick in. Once again, ReplayGain scan your files. A gain offset of -6dB for unscanned files doesn't hurt, either.

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Mr_Lazy.xm   = wrong initial panning, too much to the right, i have one more such .xm[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

Didn't know to fix XM panning slide effect translation after correcting the panning direction for IT/S3M/etc in the renderer.

Oh, and now I can't stop listening to this one.

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Whisper.xm   = drum ~snare effect~ missing, FT2 and XMPLY plays them[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

I seem to hear a snare drum effect, at which time offset is this effect most noticeable?


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I recognized that the Codec field is left empty when replaying .mod/.xm/.s3m.[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

Whoops, I'll have to fix this, as it currently retrieves the information from DUMB's internal signal data, which is generated by the respective loaders.

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Additionally, foo_dumb does'nt report channel numbers for .mod-files properly.[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

Aha! I forgot to adjust DUMB's MOD loader to report the channel information, so it was just getting uninitialized data, possibly 0 in release builds, so it wouldn't report at all. Fixed.

The vibrato/tremolo wave tables for sawtooth and square waves were already in the code, only defined out and unused. I'm not sure if vibrato or tremolo commands affect background voices, or if changing the wave type for a channel is supposed to affect background voices. Oh well.

I'll have to get to panbrello and possibly volume ramping later, as they will both be rather complicated. So far, not a bad job, though.

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Will foo_dumb support .mtm format?[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

I could add this, but for now, you can convert MTMs to smaller files with Impulse Tracker. This would also be another significant effort, although I think implementing all of the effects should be a higher priority.

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Thanks in advance, deus-ex.[a href="index.php?act=findpost&pid=241043"][{POST_SNAPBACK}][/a]

No problem.  Although, these missing features are really starting to get annoying. Here, and I thought I had a decent, semi-object-oriented module renderer, and then it keeps throwing me these curve balls. I'll mold this thing yet. (And/or help perfect BASS/XMPlay with differences that turn out to be Ian's problem. )
Title: foo_dumb
Post by: deus-ex on 12 September, 2004, 09:25:50 AM
Quote
DOSBox 0.61+ CVS build, dated 2004-Sep-07...
Not accessasble because of a 'two posting' rule which i find to be dumb.  (Spamming nonsense to get download privilege?)

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As for clipping, ReplayGain scan your files before playing.
I don't need that for foo_mod, but i'll give it a shot and report back.

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The tracker version field also indicates that it was written by ScreamTracker v3.00, so that may not have been a part of the format yet.
Strshine.s3m was written by Purple Motion, a famous member of the PC demogroup Future Crew which invented Scream Tracker2/3 and the .stm/.s3m-formats.

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...volume ramping... , ...DUMB employs only simple declicking.
That should definetly be implemented, preferable as a toggle in the options dialog.

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Didn't know to fix XM panning slide effect translation after correcting the panning direction for IT/S3M/etc in the renderer.
So it's fixed now?

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I could add this, but for now, you can convert MTMs to smaller files with Impulse Tracker.
I do not recommend doing so. Once i used to convert every .mod/..mtm/.s3m-file to .it-format to save space and believed to have
improvements in how they sound beeing in .it-format. But i learnd that they sounded different compared to the originals so i switched back to them.

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Whisper.xm... I seem to hear a snare drum effect, at which time offset is this effect most noticeable?
Please check these (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=992) samples of the file Whisper.xm. The whole file was converted both with foo_mod and foo_dumb to WAV (PCM, fixed-point).
A ~15 sec. sample of each was saved using Audacity and then converted to OGG (Megamix II, quality 7.5) to save bandwidth.
Whisper.xm is a so called 'chip module'. You'll recognize that the chip-drums are replayed differently by the two plugins.
Foo_Mod's output is closer to (same as) the original Fasttracker2.

I came across another .xm file, Sweetsin.xm (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=993), which fails to load with foo_dumb.


Are you going to upload an update of foo_dumb with the allready implemented fixes?

Regards, deus-ex.
Title: foo_dumb
Post by: bleh on 12 September, 2004, 01:03:38 PM
I might as well join the party and point out that DUMB doesn't support IT envelope carry (http://www.hydrogenaudio.org/forums/index.php?showtopic=27368&view=findpost&p=241227).  IIRC, DUMB destroys the channel object with the note information every time a note ends, so it might be annoying to implement in situations where the new note action is a note cut.

Also, DUMB doesn't wrap really long XM portamentos around, but then I haven't found anything other than BASS and FT2 that does and I don't know any of the specifics of how it's supposed to be done.
Title: foo_dumb
Post by: kode54 on 13 September, 2004, 05:31:57 AM
Quote from: deus-ex,Sep 12 2004, 06:25 AM
Quote from: kode54,Sep 12 2004, 04:29 AM
DOSBox 0.61+ CVS build, dated 2004-Sep-07...
Not accessasble because of a 'two posting' rule which i find to be dumb.  (Spamming nonsense to get download privilege?)

Actually, it is quite dumb, but maybe he's desperate to see people participate in his forum, perhaps give feedback there on his changes and/or bug reports. Reciprocation or something, I don't know. I managed to make five whole posts the first time I needed a binary, now I help a random friend or two by using my access to share the binaries.

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As for clipping, ReplayGain scan your files before playing.
I don't need that for foo_mod, but i'll give it a shot and report back.
Actually, foo_mod can clip as well, but its relative volume level is much lower. Unlike XMPlay/BASS integer output modes, BASS' floating point mode does not perform clipping, so you may actually notice some peaks at or just over 1.0, or sometimes even louder. It all depends.

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The tracker version field also indicates that it was written by ScreamTracker v3.00, so that may not have been a part of the format yet.
Strshine.s3m was written by Purple Motion, a famous member of the PC demogroup Future Crew which invented Scream Tracker2/3 and the .stm/.s3m-formats.

Yes, I know that. As I was suggesting, the format might have been in its infancy, at which point they had not decided that there should be a text EOF character after the song name. DUMB actually required that, but I changed it so it would also accept a null byte there. I also said I might change it so it only allows non-EOF on old version numbers, say < 3.05 or so. I'd have to look around for the oldest published S3M specification to see if it has always required 0x1A after the name, so I can just enforce the check for at least that tracker version.

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...volume ramping... , ...DUMB employs only simple declicking.
That should definetly be implemented, preferable as a toggle in the options dialog.
Sure, but it will be more complicated than the current declicker. I'll have to see if it'd be much different from a more advanced implementation of the current declicker. I can also make it optional.

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Didn't know to fix XM panning slide effect translation after correcting the panning direction for IT/S3M/etc in the renderer.
So it's fixed now?

It is, as of 0.9.2.3, which I forgot to upload yesterday. :B

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I could add this, but for now, you can convert MTMs to smaller files with Impulse Tracker.
I do not recommend doing so. Once i used to convert every .mod/..mtm/.s3m-file to .it-format to save space and believed to have
improvements in how they sound beeing in .it-format. But i learnd that they sounded different compared to the originals so i switched back to them.[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=241181")

Yes, there are some differences. Even if I do make a MTM loader, it will basically be translating the effects over to IT effects, and flagging where certain things such as arpeggio and note retrigger should act different. It may be a little more complicated, such as it already is in the XM implementation, which also has its own note and envelope handling in the renderer.

The problem with direct translation is that not every effect behaves the same in each of these formats. A fine example is the (multi)retrigger effect, which is invoked the same in both IT and XM (Qxy/Rxy) but behaves differently. ModPlug Tracker still treats Whisper.xm the same when it is converted to IT, but it sounds different in XMPlay.

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Whisper.xm... I seem to hear a snare drum effect, at which time offset is this effect most noticeable?
Please check [a href="http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=992]these[/url] samples of the file Whisper.xm. The whole file was converted both with foo_mod and foo_dumb to WAV (PCM, fixed-point).
A ~15 sec. sample of each was saved using Audacity and then converted to OGG (Megamix II, quality 7.5) to save bandwidth.
Whisper.xm is a so called 'chip module'. You'll recognize that the chip-drums are replayed differently by the two plugins.
Foo_Mod's output is closer to (same as) the original Fasttracker2.[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=241181")

This was a problem with the retrigger effect not accounting for samples/instruments that manage to finish playing within the retrigger interval. It was only resetting the sample position if a sample was currently playing, but not retriggering a note if one was not already playing.

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I came across another .xm file, [a href="http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=993]Sweetsin.xm[/url], which fails to load with foo_dumb.[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=241181")

Whee, a bug in my pattern break fix, where pattern repeat would clear the played rows array. It should only have cleared parts of that array when repeating, but it also cleared it when exiting the pattern repeat, so a case like this where the song has a pattern repeat in the first order would loop endlessly.

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Are you going to upload an update of foo_dumb with the allready implemented fixes?[a href="index.php?act=findpost&pid=241181"][{POST_SNAPBACK}][/a]

Already done.

Quote from: bleh,Sep 12 2004, 10:03 AM
I might as well join the party and point out that DUMB doesn't support IT [a href="http://www.hydrogenaudio.org/forums/index.php?showtopic=27368&view=findpost&p=241227]envelope carry[/url].  IIRC, DUMB destroys the channel object with the note information every time a note ends, so it might be annoying to implement in situations where the new note action is a note cut.[a href="index.php?act=findpost&pid=241230"][{POST_SNAPBACK}][/a]

Already taken care of, except for a minor bug where I was checking the previous note's instrument on a new note, even when the current module was not using IT instrument mode.

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Also, DUMB doesn't wrap really long XM portamentos around, but then I haven't found anything other than BASS and FT2 that does and I don't know any of the specifics of how it's supposed to be done.[a href="index.php?act=findpost&pid=241230"][{POST_SNAPBACK}][/a]

I will investigate this if you provide me with an example file. (Or, I can make one myself.)

Uploaded v0.9.2.4.
Title: foo_dumb
Post by: deus-ex on 13 September, 2004, 08:34:42 AM
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...now I help a random friend or two by using my access to share the binaries.
Would you mind to share your access with me?

In the Dosbox forums you pointed me to someone requested permission to offer an alternate download access for the current DosboxCVS compile
(for an LittleBigAdventure2 game fansite) which he was granted. But now the link points to the official release again only. In conclusion it seems to
be allowed to offer them for downloading on alternate sites.

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Actually, foo_mod can clip as well, but its relative volume level is much lower. Unlike XMPlay/BASS integer output modes, BASS' floating point mode does not perform clipping, so you may actually notice some peaks at or just over 1.0, or sometimes even louder. It all depends.
I played around with replaygain. Basically its an automated volumecontroll, right? It does'nt get any better with than without. It turns out that
the files that i named to 'clipp' might be fixed with volumeramping. Thats hopefully left to be seen with future releases of foo_dumb.

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I'd have to look around for the oldest published S3M specification to see if it has always required 0x1A after the name, so I can just enforce the check for at least that tracker version.
I only came across two releases of ST3, v3.01beta and v3.21. Though there must have exist a v3.2 release according to the v3.21 documentation.


Going to download v0.9.2.4 now.

Regards, deus-ex.
Title: foo_dumb
Post by: bleh on 13 September, 2004, 08:48:34 AM
Okay, envelope carry is cool now in the quick example I threw together, but I found a module that happens to use envelope carry lying around on my hard drive that crashes with the present version of foo_dumb.  Unfortunately, like an idiot, I overwrote my old foo_dumb plugin and hence can't test whether the new changes caused the crash.  See the upload thread to get the file.

As for the weird XM portamento wraparound, I first noticed it in this module (http://rr.rockz.org/rr/loo-thep.zip) (module comments not safe for work; portamento starts around 3:16 and wraps around 3:28).  I could throw together a less cluttered test case in Modplug if you want, but it's not something too hard to do; just make a REALLY long portamento and you should hear it.
Title: foo_dumb
Post by: kode54 on 13 September, 2004, 12:49:20 PM
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Okay, envelope carry is cool now in the quick example I threw together, but I found a module that happens to use envelope carry lying around on my hard drive that crashes with the present version of foo_dumb.  Unfortunately, like an idiot, I overwrote my old foo_dumb plugin and hence can't test whether the new changes caused the crash.  See the upload thread to get the file.[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=241422")

This crash was because I was using an idiotic method to hang on to envelope status in a certain function. Now it copies the envelope info it needs to temporary variables allocated in the function stack frame, so it doesn't have to worry about cases where the voice state it copies from is freed.

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As for the weird XM portamento wraparound, I first noticed it in [a href="http://rr.rockz.org/rr/loo-thep.zip]this module[/url] (module comments not safe for work; portamento starts around 3:16 and wraps around 3:28).  I could throw together a less cluttered test case in Modplug if you want, but it's not something too hard to do; just make a REALLY long portamento and you should hear it.
[a href="index.php?act=findpost&pid=241422"][{POST_SNAPBACK}][/a]

I will investigate this.

Uploaded v0.9.2.5.
Title: foo_dumb
Post by: deus-ex on 13 September, 2004, 03:24:37 PM
Version 0.9.2.4 crashed on some .it-files here too, but that got fixed with 0.9.2.5.

The trumpetsamples of  Sevensea.it (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=996) sounds totally messed up.

Did you recognize my previous post regarding my DOS Box request? Email in my profile is enabled should that matter.

Regards, deus-ex.
Title: foo_dumb
Post by: bleh on 13 September, 2004, 04:17:56 PM
1.  Cool, the crash is fixed on my system as well.
2.  The Impulse Tracker diskwriter seems to work okay for me with DosBox 0.61, which does have a binary posted at dosbox.sf.net (http://dosbox.sf.net), so the CVS build may or may not be necessary.
3.  deus-ex, did you try scanning sevensea.it with Replaygain before playing it?  The brass sounds okay to me, but it clips badly without Replaygain.
Title: foo_dumb
Post by: deus-ex on 13 September, 2004, 06:00:04 PM
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2.  The Impulse Tracker diskwriter seems to work okay for me with DosBox 0.61, which does have a binary posted at dosbox.sf.net (http://dosbox.sf.net), so the CVS build may or may not be necessary.
That's the official release which is over 6 month old now. I allready have that. I'm expecting improvements in speed and sound of an actual compile.

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3.  deus-ex, did you try scanning sevensea.it with Replaygain before playing it?  The brass sounds okay to me, but it clips badly without Replaygain.
Yes, of course. It's toggled as default now for foo_dumb. Have a look at my settings, i might have setup something wrong:
-use Track gain, use peak info
-files with RG 0dB, files without RG -6dB
-Kernel streaming, 32bit fixed-point
-DSP: 1. Equalizer, 2. Volume Control.

Still Sevensea.it trumpets sound bad, starting at ~10 sec of module.
It does sound good with foo_mod, same settings. Please check with foo_mod, too.

Regards, deus-ex.

Edit: added missing value for files without Replaygain info.
Title: foo_dumb
Post by: bleh on 13 September, 2004, 06:39:24 PM
Whoa, I'm sorry, I've been listening with interpolation turned on, but you haven't.  That changes everything - the tuba sample in sevensea.it is awful once you turn interpolation off, like the sample is completely mis-looped.  Having looping depend on interpolation mode doesn't make sense, though... I wonder if it's the DUMB click removal.
Title: foo_dumb
Post by: kode54 on 13 September, 2004, 10:00:37 PM
Uploaded v0.9.2.6.Uploaded v0.9.2.7.Unfortunately, this will not work so well with APE tagging, so this means I will have to come up with some sort of multi-subsong tag format.

I could also implement the context menu control in foo_mod, and it will start on the selected order, but length and seeking will be broken, as I cannot make BASS regenerate the seek table from the selected order.
Title: foo_dumb
Post by: deus-ex on 14 September, 2004, 06:28:42 AM
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...now I help a random friend or two by using my access to share the binaries.
Would you mind to share your access with me?

In the Dosbox forums you pointed me to someone requested permission to offer an alternate download access for the current DosboxCVS compile
(for an LittleBigAdventure2 game fansite) which he was granted. But now the link points to the official release again only. In conclusion it seems to
be allowed to offer them for downloading on alternate sites.

Errm... well, still have no response on that one.

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Uploaded v0.9.2.7.
Added a context menu item that allows you to change the starting order for a single module in the playlist, or dupe a new playlist entry for the selected module starting on the chosen order. Now you can get the most out of multi-song modules.
Wowww, thats one feature. I was going to ask you for possible implementation of this. It's a pity bass.dll makes it that difficult since Xmplay has subsong feature very well integrated including proper subsong infodisplay.

Suggestions for foo_dumb:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-Another good feature of Xmplay is so called Trimming which abbandons empty patterns/silence in modules for playback.
-Detect/Catch adlib .s3m's to prevent loading as they stall the plugin and foobar with it. If you need example .s3m's, i have all existing ones.

Regards, deus-ex.
Title: foo_dumb
Post by: holox on 14 September, 2004, 08:02:09 AM
You can get Dosbox cvs compiles from CVS Compile (http://cvscompile.aep-emu.de/) without any registration.
Title: foo_dumb
Post by: deus-ex on 14 September, 2004, 08:36:33 AM
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You can get Dosbox cvs compiles from CVS Compile (http://cvscompile.aep-emu.de/) without any registration.
[a href="index.php?act=findpost&pid=241658"][{POST_SNAPBACK}][/a]
Thank you for the hint, holox.

Regards, deus-ex
Title: foo_dumb
Post by: kode54 on 15 September, 2004, 01:19:41 AM
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-Another good feature of Xmplay is so called Trimming which abbandons empty patterns/silence in modules for playback.[a href="index.php?act=findpost&pid=241636"][{POST_SNAPBACK}][/a]

I can try to make it trim off patterns which contain only effects which delay playback, but it might have an adverse effect on some modules. (At its very simplest, I could search out such empty patterns and reduce them to nothing. It will be more complicated if I add in searching for where the patterns are in the order list, checking that they're at the end of a playable range, etc. I'll work on it a bit later.)

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-Detect/Catch adlib .s3m's to prevent loading as they stall the plugin and foobar with it. If you need example .s3m's, i have all existing ones.[a href="index.php?act=findpost&pid=241636"][{POST_SNAPBACK}][/a]

I only have one obvious S3M with Adlib instruments, and it fails to load outright. By accounts of the S3M format, the Adlib instruments should have a SCRI signature instead of SCRS, and the S3M loader barfs if it encounters any samples with incorrect signatures. Please post example files which stall the player.
Title: foo_dumb
Post by: deus-ex on 15 September, 2004, 08:35:06 AM
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I can try to make it trim off patterns which contain only effects which delay playback, but it might have an adverse effect on some modules.
Trimming  should only be processed at start and end of a modfile, not inbetween the orders. So it ends up checking start/end orders -> patterns -> empty with/without delay command.

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Please post example files which stall the player.
Adlib .s3m Collection (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1000) utilizing ADLIB instruments. They cannot be replayed with foo_dumb/foo_mod, plugins & foobar "freezes" and must be shut down through taskmanager.
Use foo_adlib instead. To prevent association conflicts append an extension recognized by the adlib plugin, i.e., rename adlib.s3m -> adlib.s3m.amd.

Regards, deus-ex.

P.S.: Have you recognized my last post in foo_mod thread?
Title: foo_dumb
Post by: deus-ex on 15 September, 2004, 12:51:39 PM
Jos-Dr4k.xm (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1003) fails to load both with foo_dumb and foo_mod.
Foo_Mod error message: WARNING (Foo_Mod) : BASS_MusicGetLength() returned error: 20.
Foo_Dumb does'nt emit any message.

Regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 15 September, 2004, 01:42:20 PM
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I can try to make it trim off patterns which contain only effects which delay playback, but it might have an adverse effect on some modules.
Trimming  should only be processed at start and end of a modfile, not inbetween the orders. So it ends up checking start/end orders -> patterns -> empty with/without delay command.[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=241899")

Which, as I meant, can be complicated by multi-song modules. Then again, I guess there wouldn't be too many of those using excessive silence patterns, or they would at least be using the same pattern for all silent orders, which would simplify trimming.

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Please post example files which stall the player.
[a href="http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1000]Adlib .s3m Collection[/url] utilizing ADLIB instruments. They cannot be replayed with foo_dumb/foo_mod, plugins & foobar "freezes" and must be shut down through taskmanager.
Use foo_adlib instead. To prevent association conflicts append an extension recognized by the adlib plugin, i.e., rename adlib.s3m -> adlib.s3m.amd.
[a href="index.php?act=findpost&pid=241899"][{POST_SNAPBACK}][/a]

Foo_dumb refuses to load any of these, but it does not freeze. On the other hand, I cannot make foo_adplug accept the S3M file extension. Something strange is going on here. Please list which components you have installed.
Title: foo_dumb
Post by: deus-ex on 15 September, 2004, 03:05:05 PM
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Which, as I meant, can be complicated by multi-song modules. Then again, I guess there wouldn't be too many of those using excessive silence patterns, or they would at least be using the same pattern for all silent orders, which would simplify trimming.
Should be suffice to concentrate on the mainsong as that is the one likely to be played most. And very few know or bother to listen to subsongs anyway.

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Foo_dumb refuses to load any of these, but it does not freeze.
When i try to load one of those adlib .s3m's the foo_console pops up with an error message. When i close the console and try to load another song it freezes with the "Reading file info" box on screen. Have to call taskmanager and kill the process then.

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On the other hand, I cannot make foo_adplug accept the S3M file extension. Something strange is going on here.
Thats why i recommended to append an extension recognized by the adlib plugin, i.e., rename adlib.s3m -> adlib.s3m.amd. Additionaly i uncheck adlibplugins recognition for .s3m. Instead of foo_adlib i'm using original in_adlib plugin in combination with winamp-input-plugin-wrapper which sounds way better. if you try make sure you use in_adlib 1.4, as v1.5 sounds worth with the adlib .s3m's.

Components: (without foobars)
¯¯¯¯¯¯¯¯¯¯¯
Foo_Tunes  0.1.0
Foo_Vis_Bacon  minus0.29
Foo_Wma  1.0.9+
Foo_Idv2  1.19
Foo_Winamp_Input  0.0.2
+ In_Adlib  1.4
+ In_D00  1.12 (Vibrants Edlib format .D00 & .D01, better sound than with In_Adlib)
+ In_Midi  3.07 (hoping for timidity plugin sometime)
+ In_Mod  2.2.10 beta 29 (2.11 does'nt work with Winamp Input plugin)
+ In_Tfmx 1.25 (zZzZzZz's original, sounds way better than foo_tfmx)
Foo_Ac3  0.6
Foo_Infobox  1.3.6a
Foo_Mad  0.15.1b (in coexistance with foobars mpeg decoder)
Foo_Dumb 0.9.2.7 or Foo_Mod 0.92 in a second installation

Regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 16 September, 2004, 04:27:20 AM
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Which, as I meant, can be complicated by multi-song modules. Then again, I guess there wouldn't be too many of those using excessive silence patterns, or they would at least be using the same pattern for all silent orders, which would simplify trimming.
Should be suffice to concentrate on the mainsong as that is the one likely to be played most. And very few know or bother to listen to subsongs anyway.
[a href="index.php?act=findpost&pid=241976"][{POST_SNAPBACK}][/a]

Well, concentrating on the "main song" would mean my search would have to find the end of the song from the intended start position, which would mean actually parsing the entire first. I've settled for parsing from the start and the end of the orders list for "silent" patterns and eliminating them. This feature is optional and disabled by default.

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Foo_dumb refuses to load any of these, but it does not freeze.
When i try to load one of those adlib .s3m's the foo_console pops up with an error message. When i close the console and try to load another song it freezes with the "Reading file info" box on screen. Have to call taskmanager and kill the process then.[a href="index.php?act=findpost&pid=241976"][{POST_SNAPBACK}][/a]

That isn't happening here.

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On the other hand, I cannot make foo_adplug accept the S3M file extension. Something strange is going on here.
Thats why i recommended to append an extension recognized by the adlib plugin, i.e., rename adlib.s3m -> adlib.s3m.amd. Additionaly i uncheck adlibplugins recognition for .s3m. Instead of foo_adlib i'm using original in_adlib plugin in combination with winamp-input-plugin-wrapper which sounds way better. if you try make sure you use in_adlib 1.4, as v1.5 sounds worth with the adlib .s3m's.[a href="index.php?act=findpost&pid=241976"][{POST_SNAPBACK}][/a]

There may be something wrong with one of the Winamp components you have installed, or the Winamp input wrapper itself. Try repeating the process with certain Winamp plug-ins removed, and if that doesn't have any effect, try removing the Winamp input wrapper itself.

Also, I should point out that the only change in the Adplug core since 1.4 is a newer version of the OPL2 emulator from the MAME project, which should only mean more accurate emulation.Uploaded v0.9.2.8.Uploaded v0.9.2.8.1.Cripes. Uploaded v0.9.2.8.2.
Title: foo_dumb
Post by: deus-ex on 16 September, 2004, 08:55:13 AM
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I've settled for parsing from the start and the end of the orders list for "silent" patterns and eliminating them. This feature is optional and disabled by default.
Thats fine, too.

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There may be something wrong with one of the Winamp components you have installed, or the Winamp input wrapper itself. Try repeating the process with certain Winamp plug-ins removed, and if that doesn't have any effect, try removing the Winamp input wrapper itself.
Investigated the freeze issue by removing all plugins and adding one by one back: None of the plugins are making any trouble. Freeze occurs only when a rejectet file prior was loaded through foo_tunes explorer interface. Using playlistmenu's open command the freeze does'nt occure.

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Also, I should point out that the only change in the Adplug core since 1.4 is a newer version of the OPL2 emulator from the MAME project, which should only mean more accurate emulation.
It should, but it got worth for adlib .s3m and several .hsc files. A new release of adlib plugin is in preparation.

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Foo_Tunes  0.1.0 <- Buggy, known to freeze on close, so you end up with zombie Foobar2000.exe processes.
It never happened here. Now that i found out loading files through its explorer interface causes errors i avoid that.
I'm not using a newer tunes versions as the chang og the look is not to my liking. Planning to switch to foo_columns anyway.

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In_Adlib  1.4 <- are you sure this isn't freezing when attempting to find in_mod for S3M files with samples?
Yes i'm sure, since you can disable it as i mentioned several times. Detection of adlib .s3m seems to be difficult, sometimes adlib plugin tries to play .s3m that it should'nt, sometimes it passes adlib .s3m it ought to play over to the main player. Appending .amd to adlib .s3m solves that issue.

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In_Midi  3.07 (hoping for timidity plugin sometime) <- I'm surprised this works at all.
It does, using DirectMusic / Microsoft Synthesizer. Drawback is that if you played a .mid file a crashlog is created when closing foobar stating an application shutdown error which belongs to in_midi.dll and/or its helper file read.dll. If no .mid file was played during a session no crashlog occurs.

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In_Mod  2.2.10 beta 29 (2.11 does'nt work with Winamp Input plugin) <- This qualifies you for immediate execution. Have you bothered to check if the same S3M files cause Winamp to freeze? Again, it may be a special case since in_adlib tries to load certain S3M files with in_mod.
You have a nice kind way to call me an idiot. Thank you.
As for in_adlib you can disable support for single formats with in_mod. I disabled its support for .xm, .s3m, .mod and .mtm.

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In_Tfmx 1.25 (zZzZzZz's original, sounds way better than foo_tfmx) <- In_Tfmx interpolates, foo_tfmx does not. Don't you usually turn that off anyway?
In_tfmx has builtin optionsmenu where interpolation can be disabled, which i did. Foo_tfmx has no configuration options. Its playback does seem to use some sort of filter though or mxing frequenzy is lower than 44100 Hz as it sounds more dull.

Regards, deus-ex.

P.S.: Unfortunately you does'nt seem to bother answering some of my other questions.
Title: foo_dumb
Post by: kode54 on 16 September, 2004, 11:36:08 AM
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In_Tfmx 1.25 (zZzZzZz's original, sounds way better than foo_tfmx) <- In_Tfmx interpolates, foo_tfmx does not. Don't you usually turn that off anyway?
In_tfmx has builtin optionsmenu where interpolation can be disabled, which i did. Foo_tfmx has no configuration options. Its playback does seem to use some sort of filter though or mxing frequenzy is lower than 44100 Hz as it sounds more dull.[a href="index.php?act=findpost&pid=242119"][{POST_SNAPBACK}][/a]

It outputs at 32KHz, like the Amiga. Realism hard coded.

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P.S.: Unfortunately you does'nt seem to bother answering some of my other questions.[a href="index.php?act=findpost&pid=242119"][{POST_SNAPBACK}][/a]

Which questions are you referring to? I already said I'd think about the change logs, which means I'll probably get to it when I am randomly inspired to do it.

I'll get to fixing S3M effects tomorrow, maybe. The panning effect needs to be fixed so values which are out of range set the channel into surround mode... I think that's right... There are others that I will need to check over one by one, to see if the renderer already handles the correct scale internally.

As for blowing up at you over in_mod, it is only because it is a poor excuse for a module player, and unfortunately, there is nobody to see it out of that state at this time. Sure, it supports a lot of formats, but that support is rather limited.

Modplug shares a similar level of support for odd formats, in that things are randomly broken, or converted incorrectly. Its PTM support is absolutely horrid.

Meh, I had better get out of here before this turns into a spoony rant. I have a better drug than alcohol, it is obsession which can drive me to stay awake for long periods of time and skip meals. Good day/evening/whatever.
Title: foo_dumb
Post by: deus-ex on 16 September, 2004, 02:31:25 PM
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Which questions are you referring to?
Sorry, i don't want to be a prick in your back. Well, here're the questions i was refering to again:
1) I kindly asked if you would provide an download for the special foo_mod  version with included DUMB .xm-parser, that grew foo_mod by ~50k.
2) You were talking about sharing the DOSBox CVS compile once in a while. I'm still interested in this. Holox downloadlink did'nt work for me, i.e. the compiled .exe-file wont run as soundcardemulation. Meanwhile i became a member of the DOSBox-CVS board and did a few (not so senseless) posts, but as of yet i'm not granted for download.

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...in_mod... is a poor excuse for a module player...
I do know this, i only have it installed as it provides (some kind of) support for .ptm and .okt files which are beeing part of my mod collection. I asked for .mtm support in foo_dumb once (foo_mod/bass.dll allready has) but i did'nt want to be outrageous asking for more formats. I can't tell how different .mtm or .ptm format is from .mod/.s3m/.xm hence how difficult their implementation would be. There exist only a few .ptm files, supporting that format is'nt demanding though it would be nice. I just have one .okt file, so it's negligible.


New version of foo_dumb v0.9.2.8.2 is really fast. Very good job, thank you. Its speed grows by the increasing length of its version number.
Question: Xmplay displays the number of subsongs in the fileinformation dialog. You can cycle through the subsongs during playback by pressing [Shift + Left/Right]. Will one or both of these features be possible wtih foo_dumb?

Regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 17 September, 2004, 05:15:54 AM
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1) I kindly asked if you would provide an download for the special foo_mod  version with included DUMB .xm-parser, that grew foo_mod by ~50k.
[a href="index.php?act=findpost&pid=242180"][{POST_SNAPBACK}][/a]

Whoops. I'll see about releasing this, but it seems kind of redundant. I was planning to write a more minimal parser, or at least reduce their parser so it doesn't do things like load patterns and samples...

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2) You were talking about sharing the DOSBox CVS compile once in a while. I'm still interested in this. Holox downloadlink did'nt work for me, i.e. the compiled .exe-file wont run as soundcardemulation. Meanwhile i became a member of the DOSBox-CVS board and did a few (not so senseless) posts, but as of yet i'm not granted for download.
[a href="index.php?act=findpost&pid=242180"][{POST_SNAPBACK}][/a]

You will either need to PM me with your e-mail address, or use the forum e-mail function to send me a message. Only administrators can see users' e-mail addresses directly.

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it provides (some kind of) support for .ptm and .okt files[a href="index.php?act=findpost&pid=242180"][{POST_SNAPBACK}][/a]

I see it does support both, but its PTM support appears to have some bugs. Mostly, features which are not fully documented.



I'm surprised, though. I expected the PTM support to be pretty bad, considering how horrible ModPlug's PTM support is. Oh well, poor assumption.

HAHA, the OKT format is just another MOD-like format with 8 channel support. DUMB already supports this and I didn't even know it. For now, rename your OKT file to .mod, I'll add the file extension before the next release.

I'll also write a MTM loader, maybe today. It's only a matter of committing to the task. Hopefully, MTM will be simpler than PTM, which required some trial and error to discover a few features which were undocumented or were actually contrary to the documentation. It shouldn't be too much trouble, as at least two published open source examples get it right where they fail many more obscure formats, and there's BASS. With my first format loader behind me, this should be a piece of cake.


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New version of foo_dumb v0.9.2.8.2 is really fast. Very good job, thank you. Its speed grows by the increasing length of its version number. [a href="index.php?act=findpost&pid=242180"][{POST_SNAPBACK}][/a]

I only did that because I discovered so many bugs so quickly after the release. It probably helps if I take it more slowly and code after I sleep, rather than skipping sleep to code.

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Question: Xmplay displays the number of subsongs in the fileinformation dialog. You can cycle through the subsongs during playback by pressing [Shift + Left/Right]. Will one or both of these features be possible wtih foo_dumb?[a href="index.php?act=findpost&pid=242180"][{POST_SNAPBACK}][/a]

Gauging the number of subsongs would be more complicated, as I would have to expand the length scanner to record which patterns are actually played by a particular start order, which shouldn't be too hard with my current loop checking model, then expand upon that to find further start orders which produce playable ranges.

As for the hotkey, I don't think that will be as easy. I could make it optional to automatically scan for subsongs and add them all to the playlist when you open the module.
Title: foo_dumb
Post by: deus-ex on 17 September, 2004, 07:27:12 AM
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I was planning to write a more minimal parser, or at least reduce their parser so it doesn't do things like load patterns and samples...
The idea behind was to use what is allready there and to not distract you from foo_dumbs development. Meanwhile i replaced foo_mod with foo_dumb in my main installation, foo_mod runs in the secod install for reference when needed. Just would be nice to see .xm data with foo_mod, too.

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I'm surprised, though. I expected the PTM support to be pretty bad, considering how horrible ModPlug's PTM support is.
Among in_mods authors you will find Peter Pawlowski (duh) and X-Fixer, who was responsible for latest implementations. If i remember right X-Fixer rather did more of a hack job,  that beeing more or less the reason its development came to an halt as Peter did'nt feel comfortable with X-Fixer's ways to ~fix~ code. That were the days Peter worked for Nullsoft.

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HAHA, the OKT format is just another MOD-like format with 8 channel support. DUMB already supports this and I didn't even know it. For now, rename your OKT file to .mod, I'll add the file extension before the next release.
That's a big surprise, yet welcome.

Quote
I'll also write a MTM loader, maybe today... With my first format loader behind me, this should be a piece of cake.
Hmm, if you like cake question arises if you have appetite for implementation of several other formats too. This is just loud thinking:
In_Mod additionally supports .669, .ult, .stm, .amf and .far. I don't know how familiar you are with these formats. Examples can be provided at will.

Maybe these sources of Open Cubic Player 2.60pre6 (http://ftp://ftp.cubic.org/pub/player/ocp260pre6src.tar.gz) will be of valuable help for you. Also you may want to browse the Historic (http://ftp://ftp.cubic.org/pub/player/historic/) folder, you'll find good sources of loaders and players for many different formats there.
You will also find code examples for patternviewer, scopes, volumebars, notedots and graphic spectrum analyzer.

Quote
It probably helps if I take it more slowly and code after I sleep, rather than skipping sleep to code.
Yeah, but if an idea comes instantly to mind one just can't go to sleep. Thats the most important thing of it: having fun and satisfaction with the things that you do, right?

Quote
Gauging the number of subsongs...,  hotkey... for subsongs
I hoped there would exist code samples in the bass.dll distribution? Well, maybe not.


Regarding foo_mod's fileload issues i made a post in the bass-forum at Ian's site with reference to the appropriate threads here. We'll see...

Regards, deus-ex.
Title: foo_dumb
Post by: bleh on 17 September, 2004, 08:42:38 AM
Quote
HAHA, the OKT format is just another MOD-like format with 8 channel support. DUMB already supports this and I didn't even know it. For now, rename your OKT file to .mod, I'll add the file extension before the next release.

I think there are actually a couple different variations on the OKT format.  One, as you say here, is MOD-like; however, there's also this (http://www.wotsit.org/search.asp?s=OKT) format with weird effects that Modplug supports rather badly.
Title: foo_dumb
Post by: ep0ch on 17 September, 2004, 09:36:36 AM
I don't suppose it will be possible to get the relatively unused Amiga music format dw (David Whittaker) to work with foobar?
The guy wrote some of the best Amiga game tunes like Shadow of the beast and Xenon II. However he just had to go and use his own format didn't he
Title: foo_dumb
Post by: GenjuroXL on 17 September, 2004, 11:55:31 AM
I think supporting DW would mean emulating an m68k CPU.
This would add a lot of bloat to the plugin, so better stick to DeliPlayer or something similar for playing DW files and other custom Amiga formats.
Title: foo_dumb
Post by: kode54 on 17 September, 2004, 12:16:17 PM
Quote
Quote
HAHA, the OKT format is just another MOD-like format with 8 channel support. DUMB already supports this and I didn't even know it. For now, rename your OKT file to .mod, I'll add the file extension before the next release.

I think there are actually a couple different variations on the OKT format.  One, as you say here, is MOD-like; however, there's also this (http://www.wotsit.org/search.asp?s=OKT) format with weird effects that Modplug supports rather badly.
[a href="index.php?act=findpost&pid=242350"][{POST_SNAPBACK}][/a]


Okay, that is a completely different format. The format that the MOD loader supports is a MOD file with either CD81 or OKTA signature. It doesn't appear that Mikmod or Modplug support that format either.
Title: foo_dumb
Post by: deus-ex on 17 September, 2004, 12:33:52 PM
Open Cubic Player 2.60pre6 (http://ftp://ftp.cubic.org/pub/player/ocp260pre6src.tar.gz) sources also contain code for Midi playback which sports usage of (individual) GUS-Patches and display of MIDI-Note effects.

And you can find loader sources for .okt fileformat that i was refering to inside the package, too. Hopefully you can put this to good use.

Regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 17 September, 2004, 12:34:53 PM
Quote
I don't suppose it will be possible to get the relatively unused Amiga music format dw (David Whittaker) to work with foobar?
The guy wrote some of the best Amiga game tunes like Shadow of the beast and Xenon II. However he just had to go and use his own format didn't he
[a href="index.php?act=findpost&pid=242367"][{POST_SNAPBACK}][/a]

Quote
I think supporting DW would mean emulating an m68k CPU.
This would add a lot of bloat to the plugin, so better stick to DeliPlayer or something similar for playing DW files and other custom Amiga formats.
[a href="index.php?act=findpost&pid=242415"][{POST_SNAPBACK}][/a]


Whether or not DW files contain any 68k code, the only known players for the format are Eagleplayer modules. Deliplayer and UADE both come with their own driver modules written by different authors.

From UADE's DavidWhittaker player:
Quote
VER: David Whittaker player module V1.0 (11 Nov 2000)
David Whittaker
© 1987-94 by David Whittaker & Rob Hubbard, adapted by Wanted Team


From DeliPlayer's Whittaker player:
Quote
VER: David Whittaker player module V4.23 (12 Dec 99)
Whittaker
David Whittaker, player written by marley/INFECT
Title: foo_dumb
Post by: jsheridan on 17 September, 2004, 01:52:46 PM
Invalid behaviour with this (http://www.hydrogenaudio.org/forums/index.php?showtopic=27368&view=findpost&p=242449)
Title: foo_dumb
Post by: deus-ex on 17 September, 2004, 04:08:47 PM
Rezipped DISCVRY.MOD (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1011) for everyone who can't access 7-Zip format.

deus-ex
Title: foo_dumb
Post by: kode54 on 17 September, 2004, 09:11:40 PM
Uploaded v0.9.2.9.
Title: foo_dumb
Post by: jsheridan on 18 September, 2004, 06:46:06 AM
Invalid playback (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1012) starting from 1:01 (only one string at a time, instead of of two)

Can be checked with dosbox & scream tracker (3.21) since both foo_mod & foo_modplug fails as well...
Title: foo_dumb
Post by: deus-ex on 18 September, 2004, 12:21:31 PM
Trauma.okt wont load with v0.9.2.9. It's the only .okt file of my collection.
Algory.ptm: Effect "Porta to Note/Porta down" seems to sound wrong. Start from ~2.05 min or Order 1D, Channel 14 and 15, Porta to Note/Porta down sounds probably wrong in comparison to Open Cubic Player.
Sidenote: In_Mod handles the effect same way as foo_dumb.

Foo_Dumb Testfiles 4 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1013)

deus-ex
Title: foo_dumb
Post by: bleh on 18 September, 2004, 01:43:32 PM
That's other, "other," OKT format I was talking about that DUMB currently doesn't support.  I've seen more of those Oktalyzer files floating around than I have MOD's with an OKTA signature, actually.
Title: foo_dumb
Post by: deus-ex on 18 September, 2004, 03:07:57 PM
Trauma.okt can be played with Winamp In_Mod and Open Cubic Player, for the later i recently posted links to the open source code. I hope that is of some use for Kode54, the sourcelanguage is Watcom C. Btw., Watcom C compiler beeing opensource, too.

deus-ex
Title: foo_dumb
Post by: kode54 on 19 September, 2004, 02:31:14 PM
Uploaded v0.9.2.10.As for the Oktalyzer and MTM formats, I'll look into that tomorrow.
Title: foo_dumb
Post by: jsheridan on 19 September, 2004, 04:34:52 PM
Quote
Uploaded v0.9.2.10.

  • S3M reader now disposes of effects which don't do anything in ST3. Fixes ECLIPSE.S3M, which has patterns of "DMZ RULEZ" in the effects column of random empty channels in random patterns. Since the values were zero, and none of the volume effects should have done anything, I presume it was triggering the IT MIDI macro command with Z00 and setting several channels' filter cutoff to 0, which would effectively mute the channel.


This is the first time i hear this module correctly on the win32 platform (Non DOS app like Cubic player or ST)

Thanks for fixing!
Title: foo_dumb
Post by: deus-ex on 20 September, 2004, 05:29:30 PM
Acknowleged, Algory.ptm playback is better than what ever i heard before with any other .ptm capable replayer.

Sometimes live's not fair. You fix one thing and anotherone breaks.
v0.9.2.9/0.9.2.10 reports a duration of 0:01 min. only for Warsaw.xm (http://www.scene.org/file.php?file=%2Fmusic%2Fartists%2Flesnik%2Fwarsaw.zip&fileinfo), it should be 4:07 min. Previous releases did'nt have that issue. I don't have any releases prior v0.9.2.9 anymore, so i can't test them. Sorry. I'll keep every release from now. If i find any broken stuff i'll test against every version.
Title: foo_dumb
Post by: kode54 on 20 September, 2004, 11:06:53 PM
Uploaded v0.9.2.10.1.
Title: foo_dumb
Post by: deus-ex on 21 September, 2004, 12:56:23 PM
Warswa.xm replay fixed, thank you. Found some problems with the .mod-format:
Fastcha2.mod Order 00, wrong replay of Channel 03. Order 01, also wrong replay of Channel 04.
Synergy.mod Order 01, wrong replay of Channel 03.
Cargo.mod Order 00, wrong replay of Channel 02 and 03.
Vision.mod Order 03, Channel 03 (Percussion) seems to be too much on the left.

Foo_Dumb Testfiles 5.zip (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1027)
Everything checked against v0.9.2.9 - 0.9.2.10.1.

deus-ex
Title: foo_dumb
Post by: kode54 on 21 September, 2004, 09:46:48 PM
Uploaded v0.9.2.11.
Title: foo_dumb
Post by: deus-ex on 22 September, 2004, 11:43:31 AM
All .mod-format problems fixed.

The PSM format used in the Game Epic Pinball & Jazz Jackrabitt I?
Where can we download .psm files for examination?

Not that i want to distract you from foo_dumb, i wonder if you could comment on my post in the foo_mod thread here (http://www.hydrogenaudio.org/forums/index.php?showtopic=27345&view=findpost&p=242491)?

Thank you anytime.

deus-ex
Title: foo_dumb
Post by: T&L on 22 September, 2004, 04:20:57 PM
Hi, there's a problem playing tense.s3m (music from older Finnish game called KOPS). Playback stops at 43 seconds (playlist shows track length as 0:43), only plugin that has played this one correctly is foo_modplug (which still shows the length as 0:43 and doesn't show change in track name, but keeps playing after it)...

That track actually has more then one track in it, called something like multitrack in mods?

Anyway, that track can be found at SourceForge (http://prdownloads.sourceforge.net/kops/kops-data-20030415.zip?download)
or here (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1031)

Edit: Upload problems solved, thanks to foosion.
Title: foo_dumb
Post by: foosion on 22 September, 2004, 04:57:22 PM
Quote
It seems that I can't upload any attachments, normal restriction ?[a href="index.php?act=findpost&pid=243676"][{POST_SNAPBACK}][/a]

Yes. Please use the upload forum for, well, uploading.
Title: foo_dumb
Post by: kode54 on 22 September, 2004, 06:49:37 PM
Quote
Hi, there's a problem playing tense.s3m (music from older Finnish game called KOPS). Playback stops at 43 seconds (playlist shows track length as 0:43), only plugin that has played this one correctly is foo_modplug (which still shows the length as 0:43 and doesn't show change in track name, but keeps playing after it)...

That track actually has more then one track in it, called something like multitrack in mods?

Anyway, that track can be found at SourceForge (http://prdownloads.sourceforge.net/kops/kops-data-20030415.zip?download)
or here (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1031)

Edit: Upload problems solved, thanks to foosion.
[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=243676")


If you want to play this file past the loop in the first six orders, you must add them to the playlist manually, or dupe them, using the "Change starting order" option in the context menu.

I can add an option to disregard position jump effects, but that would kind of break some other modules.

I was also thinking of adding a feature to scan a whole module's order list for playable ranges of patterns, and automatically add all starting orders to the playlist when you open the module, but not yet. I'll work on that later.

Regarding yesterday's upload, a little diary.

First, I spent hours producing what I felt was a proper implementation of a PSM reader. This much, even with libmodplug as a reference, and with my own modifications from over a year ago to make the effects in Epic Pinball / Jazz Jackrabbit / One Must Fall 2097 sound right. I decided not to use the same hacks that Olivier did when he made his PSM reader:After doing that, I had to profile and compile the final build for the release. The profiling build is used to reload all info from the module files in my module playlist, which forces a rescan of the files' info and also parses over their playable orders/patterns. This takes 7 minutes. Then, for completeness and to probe the mixing code, and restore the lost ReplayGain info, I apply the full track scanner to all of them, which takes about an hour. Then, I manually run the speed tester on several files using aliasing and linear interpolation to probe those resampling modes on test cases of uni- and bidirectional looping, as well as 8 and 16 bit samples.

Halfway through the profiling process several times, I noticed that I broke something, such as that MOD effect, and finally that S3M sample signature problem. I bothered to reprofile for MOD, but not for the S3M problem. The only thing the S3M problem affected was the S3M sample header loader anyway.

NOW, finally...

Uploaded v0.9.2.11.1.Oh, and a quick note on the Sinaria variant of the PSM format.

The PSM format identifies all patterns and instruments with four byte ID strings, although since the instruments are usually in linear order, I ignore the instrument subchunk in the SONG header and blow an error if the sample map is something other than what I expect. The command list uses a "play pattern" command followed by the pattern ID.

The Sinaria variant uses eight character pattern and instrument IDs, the sample headers are laid out slightly different, and the patterns use a different format for the note values*, and also different effect scales for certain commands.* You can see how this is a bit of a pain for the opcode list, as it makes the play pattern command four bytes longer, and commands do not include lengths. I could assume one way or another and guess that the file uses the other style when an error occurs in the opcode list.

* Popular PSM uses high nibble for octave and low nibble for note, for a valid range up to 0x7F, for a range of D-1 through D#9 compared to IT. (Maybe I should remove the zero check so it's C-1, but it doesn't seem to affect anything.) Sinaria PSM uses plain note values, from 1 - 83, for a range of C-3 through B-9.

* Popular PSM also uses an effect scale for portamento, volume slides, and vibrato that is about four times as sensitive as the IT equivalents. Sinaria does not. This seems to coincide with the MOD/S3M to PSM converter that Joshua Jensen released in the EPICTEST.ZIP file which can still be found on a few FTP sites. It converted effects literally, even though the bundled players behaved as the libraries used with Epic's games did and made the effects sound too strong.

I still have no idea how Sinaria came to have a variation of the MASI sound system, right down to the driver structure and naming convention. Maybe I should contact Joshua Jensen, if he even has a live and published address that is up to date.

For PSM sets:The PSM files are not packed in any special way, just loosely included with the respective titles, so they should not be hard to test.
Title: foo_dumb
Post by: T&L on 23 September, 2004, 05:07:13 PM
Quote
If you want to play this file past the loop in the first six orders, you must add them to the playlist manually, or dupe them, using the "Change starting order" option in the context menu.

I can add an option to disregard position jump effects, but that would kind of break some other modules.

I was also thinking of adding a feature to scan a whole module's order list for playable ranges of patterns, and automatically add all starting orders to the playlist when you open the module, but not yet. I'll work on that later.
.....


Thanks for quick reply and for a really nice plugin
I didn't have noticed that context menu item before, and it fixed the problem at least partially. That scanning feature would be a really nice extra.

Btw. I tried PSM playing with Jazz Jackrabbit, worked well.
Title: foo_dumb
Post by: deus-ex on 25 September, 2004, 10:18:47 AM
Output of PSM format sounds excellent, better than what i used to get by converting .psm files with "Chronos Module Converter". Very good job, Kode54.
Are the sources of "Open Cubic Player" of any value for you?

Spx-Oceanofdark.it (http://www.modarchive.com/cgi-bin/download.cgi/S/spx-oceanofdark.it) : Order 33/Channels 49 and 50, 53 to 56, Effect "Exx" (Pitch slide down) sounds wrong.
Found another .s3m, Laterna Magicus.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Groo/laterna%20magicus.s3m), that fails to load with foo_dumb.

EDIT: Foo_Dumb only loads "Music0.psm" from Extreme Pinball's (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1037) music set which is made of five .psm files.

deus-ex
Title: foo_dumb
Post by: kode54 on 25 September, 2004, 11:00:23 PM
Just what I always wanted, a PSM with multiple SONG chunks. I'll deal with that subsong issue as well as order/subsong hunting soon.
Title: foo_dumb
Post by: deus-ex on 26 September, 2004, 07:54:19 AM
Game "Silverball", 01-TITLE.S3M (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1038), a converted .psm file (found on the inet, i don't have the original .psm) :
- Order 00, Channel 03, 05 sec. audible, 03 sec. silent, again 05 sec. audible. This pattern continues.
- Order 02, Channel 04, is interupted immediately after starting to play. This repeats at every new Order.

deus-ex
Title: foo_dumb
Post by: kode54 on 27 September, 2004, 10:20:10 AM
Uploaded v0.9.2.12.
Title: foo_dumb
Post by: deus-ex on 28 September, 2004, 10:43:43 AM
All previously reported problems fixed. Subsong feature works good, no problems found so far. Can you add subsong info display ala XMPlay, e.g. Total subsongs, Lenght, Orders? And possibly add subsong number to corresponding playlist entry?

Music from Silverball Plus 2 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1047), a set of nine .psm files, wont load.

deus-ex
Title: foo_dumb
Post by: kode54 on 29 September, 2004, 03:21:42 AM
Subsong index is conveniently a core feature, so you can add it to your own playlist display by using %_subsong%. For most files, this field will be zero, so you can include the extra information with $ifgreater(%_subsong%,0,blah).

However, for all formats other than PSM, the subsong index contains the order number where playback starts, rather than a simple index starting at zero. I do not plan to change this.

As for the other extra information, due to how subsong scanning is implemented, I am not likely to ever support information other than that which is relevant to a single playable track. Counting how many orders are played, how many subsongs there are in total, and total playback time for all subsongs would further complicate the process and likely make the scanner even slower than it already is.

The Silverball series, as is possible with some other early titles, featured a completely different PSM format, which is conveniently documented and should be easier to support. I will add support for the "old" PSM format as well as MTM in my next run of changes, which might happen in a few days or so.

The only quirks between these actual PSM files and the documentation is the fact that they contain PORD/PPAN/PPAT "headers" when the format didn't call for actual section/chunk headers. The header points directly to the data, which is just past the fake headers. Oh, and the format calls for the version field to contain 0x10, but Silverball's files contain 0x01. I'll accept that as long as the rest of the data is valid.
Title: foo_dumb
Post by: T&L on 29 September, 2004, 12:15:42 PM
Can't download the plugin from kode54's site, error message:
This site has been suspended.

Any other sites hosting that file?
Title: foo_dumb
Post by: deus-ex on 29 September, 2004, 02:50:55 PM
Kode54's plugin site is temporarily unavailable. You can download current release v0.9.2.12 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1059) of Foo_Dumb here.

deus-ex
Title: foo_dumb
Post by: deus-ex on 30 September, 2004, 08:23:23 AM
Thanks for hinting the %_subsong% variable. That's all i need to get going since subsong duration is also allready reported:
$ifgreater(%_subsong%,0,'('$if($strcmp(%__codec%,PSM),Subsong,Order) $num(%_subsong%,2)')',)
Display "(Subsong <2 digit number>)" for PSM format files, for other module formats "(Order <2 digit number>)" representing startorder of subsong.

Can you add dynamic tech info for current played order?

Several modules are reported to have subsongs when there are none. XMP seem to take further data into acount to decide for a valid subsong, it doesn't display subsongs for the modules in question. Tb-Where.it (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1061): Subsong (nonexistant) is displayed at Order 29 with a duration of 2:43:06 hours, loading/playbackspeed is ultra slow.

deus-ex
Title: foo_dumb
Post by: kode54 on 30 September, 2004, 11:04:25 AM
Uploaded v0.9.2.12.2.Download it here (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1063) for now.
Title: foo_dumb
Post by: deus-ex on 01 October, 2004, 07:00:15 AM
This Examples (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1064) demonstrate several problems i found with subsong detection and one .s3m-file which fails to load with all versions of foo_dumb regardless of subsong feature.
This is only a superset of many more files i found to have issues with subsong detection. If you tell me what to look for in the patterndata i can investigate and be more specific instead of just handing over the problem files.

deus-ex
Title: foo_dumb
Post by: kode54 on 01 October, 2004, 01:07:11 PM
Uploaded v0.9.2.13.There are still some minor issues with the subsong scanner. Kookoo.xm and Yoggi.xm no longer report the unplayed and possibly trimmed silence padding order on the end of the list as an extra sub-song. Some other songs may still have odd subsongs, but this should mostly be a wanted side-effect. Please report further breakage.
Title: foo_dumb
Post by: deus-ex on 02 October, 2004, 10:13:53 AM
Here goes next round for v0.9.2.13:
Providing downloadlinks to files on the inet cause uploading would take far to long.

Nonexisting Subsong:
ftp://ftp.modland.com/pub/modules/Impulse...20philosophy.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Basehead/ninja%20philosophy.it)
ftp://ftp.modland.com/pub/modules/Impulse...arry%20right.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Ryan%20Cramer/rotate%20carry%20right.it)
ftp://ftp.modland.com/pub/modules/Fasttra...ng%20moments.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/BLZ/whispering%20moments.xm)
ftp://ftp.modland.com/pub/modules/Fasttra...e%20tomorrow.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Drax/back%20to%20before%20tomorrow.xm)
ftp://ftp.modland.com/pub/modules/Fasttra...reminiscence.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Drax/reminiscence.xm)
ftp://ftp.modland.com/pub/modules/Fasttra...ulator%20man.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Drax/triangulator%20man.xm)
ftp://ftp.modland.com/pub/modules/Fasttra...Radix/kookoo.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Radix/kookoo.xm)
ftp://ftp.modland.com/pub/modules/Screamt...%20hedonism.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Basehead/high%20on%20hedonism.s3m)


Subsong playtime adds main song time:
ftp://ftp.modland.com/pub/modules/Impulse...g/deep%20joy.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Liam%20The%20Lemming/deep%20joy.it)
ftp://ftp.modland.com/pub/modules/Impulse...g%20rainbows.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Liam%20The%20Lemming/painting%20rainbows.it)
ftp://ftp.modland.com/pub/modules/Impulse...f%20infinity.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Nemesis/elements%20of%20infinity.it)
ftp://ftp.modland.com/pub/modules/Protrac.../crossroads.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Chorus/coop-Sid/crossroads.mod)
ftp://ftp.modland.com/pub/modules/Protrac...!-vibes.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Spaceman/mystikal!-vibes.mod)
ftp://ftp.modland.com/pub/modules/Protrac...lieving%201.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Spaceman/seeing%20is%20believing%201.mod)
ftp://ftp.modland.com/pub/modules/Protrac...ec%20rudolf.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Zodiak/habit%20avec%20rudolf.mod)
ftp://ftp.modland.com/pub/modules/Screamt...-%20erosion.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Basehead/unreal%20-%20erosion.s3m)
ftp://ftp.modland.com/pub/modules/Screamt...eversmoking.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Michiel%20van%20den%20Bos/unreal%20-%20bluff%20eversmoking.s3m)
ftp://ftp.modland.com/pub/modules/Screamt...Motion/nova.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Purple%20Motion/nova.s3m)
ftp://ftp.modland.com/pub/modules/Screamt...d%20reality.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Purple%20Motion/coop-Skaven/2nd%20reality.s3m)
ftp://ftp.modland.com/pub/modules/Screamt...ht%20vision.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Siren/unreal%20-%20night%20vision.s3m)
http://www.modarchive.com/cgi-bin/download.../M/menutune.s3m (http://www.modarchive.com/cgi-bin/download.cgi/M/menutune.s3m)


Won't load with subsong scanning: (!!!be sure to have taskmanager loaded in background BEFORE trying, Cpu usage goes towards 100%!!!)
ftp://ftp.modland.com/pub/modules/Fasttra...0the%20light.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Lluviafind%20the%20light.xm)
ftp://ftp.scene.org/mirrors/hornet/music/...1998/oracle.zip (http://ftp://ftp.scene.org/mirrors/hornet/music/disks/1998/oracle.zip)  -> File in archive: Accoust.it
http://www.hydrogenaudio.org/forums/index....pe=post&id=1011 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1011) -> Discvry.mod
http://www.hydrogenaudio.org/forums/index....pe=post&id=1003 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1003) -> Jos-Dr4k.xm, supposed to be fixed with current version, still won't load here
Foo_Dumb Testfiles 8.rar (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1067) -> Jeff60.it

Reports wrong playtime:
Inside Foo_Dumb Testfiles 8.rar -> Outofs.mod (VBlank MOD) = Order 61-68 plays at wrong speed, thus playtime is 10:54 instead 07:20 min.
http://www.hydrogenaudio.org/forums/index....ype=post&id=967 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=967) -> Rl_Poui.it (allready reported)


Thanks for implementing dynamic Order/Pattern/Row info.
Looking forward to dynamic speed/tempo info, plus maybe current/max. used channels ala IT?

deus-ex
Title: foo_dumb
Post by: kode54 on 02 October, 2004, 01:36:42 PM
Nonexisting Subsong:
Subsong playtime adds main song time:
Won't load with subsong scanning:Aside from the occasional detection glitches, most of the redundancy is intentional. Samples aren't always the only thing shared by subsongs in multi-song patterns.

Also, you sometimes find hidden or unused orders in songs. This is also mostly a wanted side-effect of the scanner. If you find it to be more detrimental than useful, you're welcome to disable it.

Reports wrong playtime:Uploaded v0.9.2.14.I don't know about the more useless speed/tempo/channels info, but at least the realtime order/pattern/row info could be used to implement a realtime pattern display. Getting note dots and such out of the renderer will prove to be more of a pain. This is if I even decide to implement any of this visualization spooniness. Who knows? :B

Thanks for a lot of nifty files. I might decide to download that entire site some day, if not for the fact that it's so slow.
Title: foo_dumb
Post by: deus-ex on 02 October, 2004, 02:57:16 PM
Allright, all v0.9.2.13 probs sorted.

Regarding the "subsongtime adds mainsongtime", for reference i use XMP.
Ian's approach on subsongs seems to be to count just the Orders/Patterns which are outside the main song orderbody. I reported them to make sure there are no unwanted issues left.

Hopefully you get around to implement .mtm support (and maybe other formats you were allready sitting on). Is there room for speed optimizations? If not, i still definetly go for quality than for speed, i.e. i keep foo_dumb over foo_mod for sure.

If you're interested in any original format like:please let me know.

Best regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 02 October, 2004, 06:33:13 PM
Quote
Allright, all v0.9.2.13 probs sorted.
[a href="index.php?act=findpost&pid=245924"][{POST_SNAPBACK}][/a]

Excellent.

Quote
Regarding the "subsongtime adds mainsongtime", for reference i use XMP.
Ian's approach on subsongs seems to be to count just the Orders/Patterns which are outside the main song orderbody. I reported them to make sure there are no unwanted issues left.[a href="index.php?act=findpost&pid=245924"][{POST_SNAPBACK}][/a]

Aha. My subsong approach does the same when looking for starting points, but it doesn't bar a particular subsong from actually executing a pattern jump to a region played by another subsong. A few cases did involve patterns/orders which were designed to be played alone, and either worked OK with my first fix because they were surrounded by end markers, or worked OK now because of the restart hacking. The only case I saw that really needed this was the end pattern habit avec rudolf.mod, which appeared to be constructed to play alone, then stop. Forcing restart position to match requested start makes sure this doesn't play the whole song.

Thanks for reporting, though. Many of these issues were really stupid bugs and would be sure to annoy users. At least unwanted subsongs can be adjusted and/or deleted from the playlist. The scanning only occurs if you add the files directly, so you can save your favorite order references in a FPL and not worry about info reload or losing ReplayGain information in the event of database explodey or migrating playlist to another installation. (Meh, paths may change, but if only the drive changes, you can hexedit search/replace the x:\ in the paths, it shouldn't cause much trouble, but always remember to keep backups. )

Quote
Hopefully you get around to implement .mtm support (and maybe other formats you were allready sitting on). Is there room for speed optimizations? If not, i still definetly go for quality than for speed, i.e. i keep foo_dumb over foo_mod for sure.[a href="index.php?act=findpost&pid=245924"][{POST_SNAPBACK}][/a]

There may be some minor room, if the way it handles the mixing list for effective channel limiting is any real slowdown. Basically, it collects all playing voices and their effective calculated channel/note volume into a big array of voice state ptr / volume. Then it qsorts this array so the loudest voices are first. Then it mixes, decreasing a copy of the limit count until it reaches zero. This is a bit buggy as it still performs resonant filtering even when it passes the configured limit.

I've also found that spx-Bubbles.it definitely hits this limit, and the current NNA logic ends up cutting current notes instead of dropping old voices when there's no more room.

I'll be taking a recess as I catch some much needed sleep for the next 12 hours or so, then I may also be taking a short break from the project "tomorrow." Basically, I'll probably pick it up some time after I wake up, or at least within a day or two, unless you find more bugs for me to squash.

Planned work includes MTM support, old PSM support, and maybe some more exotic formats that may be easy to support, such as DSMI AMF. Thanks for offering that tracker, I will contact you if I cannot acquire it from the author's site. I would also be interested in any songs actually released in the Orpheus IMG format.

As for Asylum AMF format, I've heard from a friend that the music files are not widely available in the AMF format, but I may try to support it.

Planned experiments include changing the max NNA voices macro to allow for 448 instead of 192, for a total of 512 voices, just to see how far spx-Bubbles.it stretches DUMB. There may be a problem with leaking voices on NNA duplicate checks, I'm not sure. At any rate, making random pieces of code deal with up to 448 NNA voices or 512 total voices is bound to make things slower. If not the mixing when things creep that high, then the various loops that have to scan over the entire array of voice state pointers, as all non-zero pointers are running voices and all others are free slots. Probably not optimal, but certainly "functional." Maybe it is aptly named DUMB.

Quote
"Death Rally" Musics.bpa file (one big crypted archive of several .s3m's - Open Cubic Player reads it)[a href="index.php?act=findpost&pid=245924"][{POST_SNAPBACK}][/a]

If OCP can read it, it shouldn't be too hard to implement an archive reader for it. Naturally, since this BPA contains multiple S3M files, the BPA handler will be implemented as an archive handler, similar to ZIP/RAR/7z support.

Quote
"Crusader - No Remorse/Regret"  Asylum-Mod-Format .amf files, Mod2Amf Converter[a href="index.php?act=findpost&pid=245924"][{POST_SNAPBACK}][/a]

This may prove interesting for later.

Quote
Imago Orpheus .img files, the original Tracker, a Formatdescription, the Playersource[a href="index.php?act=findpost&pid=245924"][{POST_SNAPBACK}][/a]

Hopefully, the author's site, which I visited recently, proves to have live downloads. If not, I will ask. Again, some actual released IMG files may prove interesting.
Title: foo_dumb
Post by: deus-ex on 03 October, 2004, 07:27:27 AM
Quote
I've also found that spx-Bubbles.it definitely hits this limit, and the current NNA logic ends up cutting current notes instead of dropping old voices when there's no more room.

Yeah, spx-Bubbles.it is a real bitch taking looong time to load/initialize. Thats why i wondered if foo_dumb code can be further optimized towards speed when it reaches a mature state. One idea which came to my mind is to subsongscan a file only when its being played (mainsong), maybe as an optiontoggle.


Quote
Planned work includes MTM support, old PSM support, and maybe some more exotic formats that may be easy to support, such as DSMI AMF. Thanks for offering that tracker, I will contact you if I cannot acquire it from the author's site. I would also be interested in any songs actually released in the Orpheus IMG format.

Typo on my side, its Orpheus .imf. You'll find only one example song in the distribution. I have a few more which were accessable through Karsten Koch's site once, now there are removed.

Quote
As for Asylum AMF format, I've heard from a friend that the music files are not widely available in the AMF format, but I may try to support it.

Asylum AMF-format beeing not widely available is true. I was able to convert them to .mod using the ol' Modplug Player, result is rather good. So i guessed since Modplug went opensource plus your skills plus the stuff from my side it's worth a try. I understand you are aware that DSMI AMF and Cru's Asylum AMF is NOT the same.

Quote
If OCP can read it, it shouldn't be too hard to implement an archive reader for it. Naturally, since this BPA contains multiple S3M files, the BPA handler will be implemented as an archive handler, similar to ZIP/RAR/7z support.

The extracted .s3m files are accessable through a site dedicated to archiving mod-files.
Look for "Purple Motion" there. Speaking of archive handler, if you manage to get it running please add an "save to .s3m" option, too.

Quote
Hopefully, the author's site, which I visited recently, proves to have live downloads. If not, I will ask. Again, some actual released IMG files may prove interesting.

Yes, they are accessable. I'll send you the .imf files. Please also check Astaris (kk).xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Karsten%20Koch/astaris%20(kk).xm). It's a converted .imf file that was made with an unreleased version of Orpheus (v1.5) that sports .xm-format saving, v1.0 only allows to save to .imf, .mod and .s3m. Original .imf 16-bit version is included in the mail.

Greetings, deus-ex.

EDIT: Crap, your e-adress is busted. Should've known. Mine is not, give me clue.
Title: foo_dumb
Post by: nIRV on 03 October, 2004, 08:10:21 AM
could you indicate a place where I could download the last version of your nice component ? the last one I have is the one you've attached in the upload section of this board - can't get it thru your website since it's down

thanks
Title: foo_dumb
Post by: Case on 03 October, 2004, 08:15:45 AM
Quote
could you indicate a place where I could download the last version of your nice component ?
[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=246064")


[a href="http://www.saunalahti.fi/cse/kode54/]http://www.saunalahti.fi/cse/kode54/[/url]
Title: foo_dumb
Post by: kode54 on 04 October, 2004, 02:32:43 AM
Uploaded v0.9.3.Yahoo, quick changes. Uploaded v0.9.3.1.
Title: foo_dumb
Post by: deus-ex on 04 October, 2004, 09:14:40 AM
Woah, you're updating faster than i can follow with my test. Following belongs to v0.9.2.14 and is still valid for latest v0.9.3.1 which i quicktested before posting this:

Something in the Impulseformat reader got broken with the recent changes released in v0.9.2.14 which let resonant filter modules sound awful. Please pick Jeffrey Lim's "Jeff93.it" for testing first, the issue is easy to spot there. Hopefully easy to fix.

Chris50b.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/city%20street.it)
Chris47.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/obscure.it)
Chris17b.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/pale%20dreams.it)
Jeff93.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/drifting%20onwards.it)
Jeff78d.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/synth%20scape.it)

Found the issue by pure chance as i redownloaded the Impulsetracker distribution from Jeffreys recently updated site to make sure i have the latest release. Surprisingly It.exe of the distribution is of an older date than the one i downloaded from the official site some years ago, current package has a copyright from 1995-1998 in the titlestring, mine is 1995-1999. Hmmm...

----------------------------

Please enhance the options menu so that every single dynamic info can be toggled separately and having the "display dynamic info" switch on top as a global toggle for the userdefinable level of dynamic info. Though i like to see Order/Channel info, the row info eats a lot of cpu cycles. When toying around with bleh's foo_vis_bacon i got serious performance drops which are solved when switching off foo_dumbs dynamic info.

deus-ex
Title: foo_dumb
Post by: kode54 on 04 October, 2004, 09:31:54 AM
Uploaded v0.9.3.2.Oh, and would you mind sending me your copy of Impulse Tracker? :B
Title: foo_dumb
Post by: deus-ex on 04 October, 2004, 09:56:35 AM
What the f...? You killed Lucky Luke.
Pushed some Orpheus files into your mbox, make some room for IT please.

EDIT:
.it issues solved. Loading speed increase is impressive.
Listening now to first .mtm through foo_dumb. Playbackquality knocked me off my feet. MARVELOUS!!! 

EDIT 2:
Ok, first .mtm issues rolling in. Take cover.
Time Bomb!.mtm (http://ftp://ftp.modland.com/pub/modules/Multitracker/CC%20Catch/time%20bomb!.mtm) crashes regardless off dumb settings.
Geometric Shadows.mtm (http://ftp://ftp.modland.com/pub/modules/Multitracker/Ryan%20Cramer/geometric%20shadows.mtm) crashes with "trim silent pattern" on

deus-ex
Title: foo_dumb
Post by: kode54 on 04 October, 2004, 11:14:20 AM
Uploaded v0.9.3.3.
Title: foo_dumb
Post by: deus-ex on 04 October, 2004, 11:43:32 AM
Ok, .mtm crashes sorted. All the .mtm's of my collection (only a few) load and play fine.

Btw., remember the ADLIB .s3m stuff? In_Adlib v1.6 (http://adplug.sourceforge.net) is now available. The Winamp Input Wrapper (http://www.vesta.dti.ne.jp/~tsato/arc/foo_winamp_input_041004.zip) was updated too.
The Author of the "Winamp Input Wrapper" also offers a native Foo_Adplug (http://www.vesta.dti.ne.jp/~tsato/arc/foo_adplug-103.zip) component which was (guess what) also updated to v1.03.

Adplug now detects ADLIB .s3m's and grabs them for playback and doesn't interfer with normal .s3m's. The rename trick i used to do isn't neccessary anymore.

deus-ex
Title: foo_dumb
Post by: kode54 on 04 October, 2004, 12:08:51 PM
Quote
Adplug now detects ADLIB .s3m's and grabs them for playback and doesn't interfer with normal .s3m's. The rename trick i used to do isn't neccessary anymore.
[a href="index.php?act=findpost&pid=246265"][{POST_SNAPBACK}][/a]

Very convenient. This works hand in hand with foo_dumb rejecting the Adlib S3M files.

I may yet add support for this, although it would require some changes to how the renderer system works, basically channels sending register data to emulated adlib every tick where applicable, then sample render functions advancing and mixing FM samples into the output. Of course, there is the problem of mixing it into the system without interfering with the existing system, without adding extra overhead to non-FM songs, and dealing with relative FM volume.

Eh, that can wait.
Title: foo_dumb
Post by: deus-ex on 05 October, 2004, 10:15:18 AM
I recommend to use In_Adlib.dll along with the Winamp_Input_Wrapper. The native Foobar plugin only offers setting up mixing rate and a .s3m-file detection toggle. It is missing In_Adlib's soundcard and opl-emulation setup, you can't choose between the two opl-emulators and it doesn't offer the configurable extension handling.

One drawback of that is that Foo_Adplug grabs and plays .d00/.d01 (Edlib) files regardless off the installed In_D00 plugin which is specialized in that format and sounds so much better. Second Foo_Adplug fails to play .laa-files (Lucas Arts Audio) while In_adlib/Winamp_Input_Wrapper works flawless. Third it always sets subsong index to 1 for every file when there is no subsong. Fourth it doesn't provide access to existing subsongs. Meh...

And now to something completely different...

A few more issues spotted, mainly .it-format:
Chris37.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/faithless%20man.it) : Order 04, Channel 07/08, Panning to the left, should be to the right
Chris47.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/obscure.it) : Order 00, Channel 04, Bass sample played to long (though i think it does sound good in this particular example)
Cjembrac.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/embrace.it) : Order 00, Channel 17/18, Panning to much on the left, should be more to the right
Cj-Purg1.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/purgatory%20-%20opening.it) : Order 02, Channel 01, Snare sample sounds to hard. (caused by the sampling accuracy of the dumb library? Or because of missing volumeramping?)
Cj-Purg2.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/purgatory%20-%20closing.it) : Order 00, Channel 05, Piano sample played to long (best heard when Piano plays for the second time after ~8 sec.)
4sw.it (http://www.fq-music.net/music/4sw.zip) : Order 00, Channel 01(/02/03), Piano sample should be panning from right to left and back continously
(with IT the initial panningslider startposition for Channel 01 seems to be different at every songrestart, restart the song a few times and watch the slider on the right)
As_Dtd.it (http://www.fq-music.net/music/as-dtd.zip) : Order 03, Channel 04, Drum sample to much on the middle (or stereo?), should be on the left (best heard when Drum Kick plays fot the third time at ~30 sec.)
Jv-Mcml.it (http://www.fq-music.net/music/jv-mcml.zip) : Order 06, Channel 01-04, should continously Pan between left and right
F0x-Test.xm (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=969) : Order 00, Channel 01, Row D0/DD/EA/F7 (FT2 rownumbering), effect played wrong

deus-ex
Title: foo_dumb
Post by: bigboo on 05 October, 2004, 05:30:16 PM
HI

I just tested your new mod plug-in and it seems very good!
Here some modules not playing with foo_dumb :

SONG3.MOD (maybe just a broken mod but it plays in winamp)

KINGDOM.MOD (this mod is in soundtracker 31 format and plays in winamp and xmplay)

16th intro.mod (if you play this file in deliplayer there is one hidden channel at the beginning (and the mod sounds much better) but it is not present in any other player)

SACRILEG.669 (don't play here but works in winamp)

Intro-Music.mod    (it doesn't play well in foo_dumb (for example at 0min 41s))

and I have uploaded here all the mod2amf versions I have (this tool is the original to make conversion of .mod into .amf). Every version make a different .amf format (from version 0.8 to 1.4 If i remember correctly)

thoose files are in the upload section


And if you want I have more files in different formats that may interest you:
669 (18 files)
MTM (18 files)
PTM (48 files)

and some files in currently unsupported format (but x-fixer added them easily in in_mod)

farandole .far (7 files)
screamtracker2 .stm (71 files)
oktalyzer .okt (the real amiga format completely different from .mod) (71 files)
ultra tracker .ult (2 files)
DSMI AMF (15 files)

If you want all the files in unsupported format I have tell me where I can upload them all in one big .7z file!


Ah and if youwant  you can see this forum this is where I posted two years ago : http://forums.winamp.com/showthread.php?threadid=96818) (http://forums.winamp.com/showthread.php?threadid=96818))
maybe you can find something interesting there. 
Title: foo_dumb
Post by: kode54 on 05 October, 2004, 10:44:28 PM
Uploaded v0.9.3.4.I'm not sure about As_Dtd.it. At the exact moment you indicate, channel 4 is panned to the center, but a different kick drum sound is being played on channels 5 and 6, which are almost hard panned left and right. On channel 6, this is combined with a sample offset effect. It sounds correct here. None of the above changes would affect this, as far as I can tell. Oh well.


Quote from: bigboo,Oct 5 2004, 02:30 PM
Ah and if youwant  you can see this forum this is where I posted two years ago : http://forums.winamp.com/showthread.php?threadid=96818) (http://forums.winamp.com/showthread.php?threadid=96818)
maybe you can find something interesting there. 
[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=246553")


Hello, I remember you.



Quote
SONG3.MOD (maybe just a broken mod but it plays in winamp)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

Why, yes, it is a broken file. Without the proper sample data, it doesn't even produce recognizable music. I would surmise that the patterns are broken as well, or my changes to DUMB's MOD loader would let it pass.

Quote
KINGDOM.MOD (this mod is in soundtracker 31 format and plays in winamp and xmplay)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

Another signature that means generic 4 channel 31 sample module, how quaint.

Quote
16th intro.mod (if you play this file in deliplayer there is one hidden channel at the beginning (and the mod sounds much better) but it is not present in any other player)

Two years later, this file is still broken. It would appear that DeliPlayer behaves differently with the loop positions, but not much else.

In place of the original sample data, I can see the text from the intro it was ripped from. "Shadow of the 3rd Moon" "improved Version 1.1" From the sample names, I see it was ripped using ProWizard. Botched another one, I guess.

I managed to find a page with some of their intros/cracktros [a href="http://www.geocities.com/amigaintros1/l/lightforce/lightforce.html]here[/url], but it does not have the "improved Version 1.1" intro. What a surprise, this Prowizard for PC (http://asle.free.fr/prowiz/) manages to trip up when ripping the music from the Shadow of the 3rd Moon intro on that site. The version built into WinUAE doesn't work at all.

A friend may be able to help if you can find the original intro. He is always looking for ways to rip the original modules out of various intros without using that piece of crap Prowizard. Of course, this mostly involves using other ripping tools, but they're usually not so flaky.

Quote
SACRILEG.669 (don't play here but works in winamp)[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=246553")

Maybe I can fix the problem if you upload it.

Quote
Intro-Music.mod    (it doesn't play well in foo_dumb (for example at 0min 41s))

I have fixed sample changes so they only change the sample and don't perform a full retrigger. This file still suffers a bit from the lack of volume ramping, but there's not much I can do about that right now.

Quote
and I have uploaded here all the mod2amf versions I have (this tool is the original to make conversion of .mod into .amf). Every version make a different .amf format (from version 0.8 to 1.4 If i remember correctly)

thoose files are in the upload section[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

Interesting.


Quote
And if you want I have more files in different formats that may interest you:
669 (18 files)
MTM (18 files)
PTM (48 files)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

I may be interested in the 669 or MTM files, just for the sake of boosting my collection. I also seem to be two PTMs shy of your collection, so I guess you could forward that my way as well. I'll mail you, and you can mailbomb me the files, unless you have a link to an archive where I can get them all.

Although, since PTM support is as close to documentation as possible, and MTM support should be perfect since the resulting patterns behaved mostly like MOD, the only thing I may really need is the 669 files. Let me know of anything that is broken compared to the respective trackers. Please, no third party players for reference.

You may be able to dig up a copy of MultiTracker for MTM, I'm not sure about 669. There is PolyPlayer for PTM, which you may find on some FTP archives. You should be able to get them working in [a href="http://dosbox.sourceforge.net/]DOSBox[/url].

Quote
and some files in currently unsupported format (but x-fixer added them easily in in_mod)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

Yes, I'm sure he did, but now he's gone.

Quote
farandole .far (7 files)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

I may look into it.

Quote
screamtracker2 .stm (71 files)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

Easily converted to smaller S3M files without any loss.

Quote
oktalyzer .okt (the real amiga format completely different from .mod) (71 files)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

This could prove to be troublesome.

Quote
ultra tracker .ult (2 files)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

I have MikMod, Modplug, and Open Cubic Player source code for reference.

Quote
DSMI AMF (15 files)[a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

Modplug for reference, those converters for any other problems.

Quote
If you want all the files in unsupported format I have tell me where I can upload them all in one big .7z file![a href="index.php?act=findpost&pid=246553"][{POST_SNAPBACK}][/a]

That, or you can mailbomb me.

Uploaded v0.9.3.5.
Title: foo_dumb
Post by: bigboo on 06 October, 2004, 08:22:23 AM
Thanks for all those detailled infos and the quick fix.
And sorry for SACRILEG.669 I forgot to put it in the archive.
I already know dosbox I tried it some time ago but it's a little complicated to make it work correctly with some trackers, i'll try again later.

I have made a 7z archive (a little big : 15,5 Mo) with all the files you want and sacrileg.669.

I sent you a pm for more info about it.
Title: foo_dumb
Post by: kode54 on 06 October, 2004, 10:00:47 AM
My friend just checked 16th intro.mod, the first "sample" is silent in Protracker. Maybe Deliplayer is wrong on this one, but the real problem is the fact that it was ripped improperly. If you do manage to track down the original cracktro, feel free to point it out.
Title: foo_dumb
Post by: bigboo on 06 October, 2004, 10:19:33 AM
Quote
My friend just checked 16th intro.mod, the first "sample" is silent in Protracker. Maybe Deliplayer is wrong on this one, but the real problem is the fact that it was ripped improperly. If you do manage to track down the original cracktro, feel free to point it out.
[a href="index.php?act=findpost&pid=246701"][{POST_SNAPBACK}][/a]


Sorry this file comes from a complete package full of mod intro in different formats I downloaded two years ago, I can't even remember what was the website, so I can't help you finding the original. (It was in a "lightforce" folder but you already know that.)
Title: foo_dumb
Post by: deus-ex on 06 October, 2004, 11:40:09 AM
Quote
Quote
DSMI AMF (15 files)[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=246553")

Modplug for reference, those converters for any other problems.

Modplugs DSMI-Amf support is fubar. I have "Dual Module Player32 v4.0" (SB driver support only) by Otto Chrons for playback reference if that's of interest to you.


Oh well, i can imagine to get playback of those formats right is a real tough job.
Some issues were fixed, some new invented and some seem to just got tweaked (i.e. the issue persists, but sounds different now):
[a href="ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/purgatory%20-%20opening.it]Cj-Purg1.it[/url]  Snare fixed but: Order 00, Channel 03/04/05, Piano sounds wrong now, notes seem to play to fast
Cj-Purg2.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/purgatory%20-%20closing.it) Piano fixed but: Order 03, Channel 14/15, sounds wrong now
F0x-Test.xm (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=969) : effect issue not fixed yet, some other effects now sound wrong too (probably same as kookoo.xm)
Kookoo.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Radix/kookoo.xm) : due to recent changes some effects sound wrong now, sorry but i can't name the effect/channel exactly (comparison to v0.9.3.3 reveals the difference immediately)


I just listened to some Jazz Jackrabbit psm's with foo_dumb. Since i played the game many years ago i just realized how much of the original sound was missing in Chronos converted s3m's. Especially my favorite "Song17.psm/Medivo" made me jaw drop.

deus-ex

Edit: Fixed broken link for Kookoo.xm.
Title: foo_dumb
Post by: kode54 on 06 October, 2004, 07:04:06 PM
Uploaded v0.9.3.6.I don't really get what's wrong with F0x-Test.xm. It sounds closer to FT2 than XMPlay does, I know that much. The auto vibrato does sound maybe slightly off, but it's probably a flaw of using relative delta frequencies internally for almost everything instead of Hz or some period format like Mikmod or Modplug.

Mikmod uses periods internally for everything, whereas Modplug uses periods only for pitch modification calculations, using frequency otherwise.

There may still be something wrong with the tremor effect, at least the fact that channel volume seems to override it, if only temporarily. I'll investigate further later.
Title: foo_dumb
Post by: deus-ex on 07 October, 2004, 09:20:23 AM
No need to investigate further, with v0.9.3.6 all mentioned files sound as the should. Previous release made it difficult to test F0x-Test.xm as it sounded much different than its predecessor. I just tried FT2's (v2.09) wav-writer on F0x-test.xm. It only saves 18 sec. of the module, i.e. when recording it doesn't process the module commands correctly for full reproduction.

Regarding Volumeramping and Clicking you should find some interesting stuff in Open Cubic Players sources (excerpt of whatsnew.txt):EDIT:
Almost forgot, i also have a compiled "Open Cubic Player" Winamp plugin (beta) which has support for .mod, .xm, .it, .mxm, .s3m, .669, .ams, .dmf, .mdl, .mtm, .okt, .ptm and .ult.
OCP source should include sources to build the plugin. Just mentioning it as it may be of some value to you.

Greetings, deus-ex
Title: foo_dumb
Post by: deus-ex on 07 October, 2004, 02:50:26 PM
Quote
The native Foobar plugin only offers setting up mixing rate and a .s3m-file detection toggle. It is missing In_Adlib's soundcard and opl-emulation setup, you can't choose between the two opl-emulators and it doesn't offer the configurable extension handling.

One drawback of that is that Foo_Adplug grabs and plays .d00/.d01 (Edlib) files regardless off the installed In_D00 plugin which is specialized in that format and sounds so much better. Second Foo_Adplug fails to play .laa-files (Lucas Arts Audio) while In_adlib/Winamp_Input_Wrapper works flawless. Third it always sets subsong index to 1 for every file when there is no subsong. Fourth it doesn't provide access to existing subsongs. Meh...[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=246469")

Recent update of [a href="http://www.vesta.dti.ne.jp/~tsato/arc/foo_adplug-104.zip]Foo_Adlib v1.04[/url] overcomes former drawbacks. It allows to choose between the two emulation cores and offers extension handling like the Winamp plugin version. Faulty setting of subsong index was fixed, true subsongs are now added to the playlist just like Foo_Dumb does. Still won't play .laa (LucasArts Adlib Audio) but thats negligible. I have a feeling the author of Foo_Adlib got aware of my previous post somehow?

Anyway, usage of Foo_Adplug instead In_Adlib/Winamp_Input_Wrapper is now savely recommended.

deus-ex
Title: foo_dumb
Post by: deus-ex on 14 October, 2004, 09:30:15 AM
Hello (fading echo: hello... hello... hello...), anybody here?
It's rather quiet around foo_dumb these days so i thought i come up with another replay issue:
Nearly.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Jogeir%20Liljedahl/nearly%20there...mod) : Order 00, Channel 4, Kickdrum starting at Row 08 is not played.

Feature request:Regards, deus-ex.
Title: foo_dumb
Post by: kode54 on 14 October, 2004, 06:13:28 PM
Uploaded v0.9.4.Nearly.mod uses leet tricks to get around the 31 sample limit, squeezing two whole samples into one, and using sample offset to play the kick drum sample. In most cases, it uses 900 instead of 90E, and plays correctly in Protracker, proving that offset has value memory even in MOD.
Title: foo_dumb
Post by: deus-ex on 15 October, 2004, 11:42:21 AM
First listening test with volume ramping enabled sounds good. I found the linear setting to work best so far.

While you mentioned the tricks used in Nearly.mod to overcome the 31 sample limit i was especialy interested to have a look at foo_dumbs sample info for this file again. It only displays 2 out of 31 samples?  I checked several .mod files and never got to see a complete list of included samples. Looks like samples without a name/text info in the sample table aren't displayed anyway for every module format. Sampleslots containing text only i.e. without an existing sample are listed, though. Btw., Foo_Mod/Bass.dll behaves the same here.
Title: foo_dumb
Post by: bigboo on 15 October, 2004, 07:09:24 PM
Hi
I hope you received all my files by email some days ago.

I found some new mods who refuse to play in foo_dumb:

ftp://ftp.modland.com/pub/modules/compose...ch/cc-hell1.669 (http://ftp://ftp.modland.com/pub/modules/composer%20669/cc%20catch/cc-hell1.669)
ftp://ftp.modland.com/pub/modules/compose...ch/cc-hell2.669 (http://ftp://ftp.modland.com/pub/modules/composer%20669/cc%20catch/cc-hell2.669)
ftp://ftp.modland.com/pub/modules/compose...ch/cc-hell3.669 (http://ftp://ftp.modland.com/pub/modules/composer%20669/cc%20catch/cc-hell3.669)

ftp://ftp.modland.com/pub/modules/multitr...20beginning.mtm (http://ftp://ftp.modland.com/pub/modules/multitracker/ryan%20cramer/the%20beginning.mtm)

ftp://ftp.modland.com/pub/modules/multitr...n/flashback.mtm (http://ftp://ftp.modland.com/pub/modules/multitracker/-%20unknown/flashback.mtm)
ftp://ftp.modland.com/pub/modules/multitr...0the%20wind.mtm (http://ftp://ftp.modland.com/pub/modules/multitracker/-%20unknown/yell%20of%20the%20wind.mtm)
Title: foo_dumb
Post by: kode54 on 15 October, 2004, 09:31:04 PM
Quote
First listening test with volume ramping enabled sounds good. I found the linear setting to work best so far.


Logarithmic ramping is possibly closer to the "sensitive" setting supported by BASS and XMPlay. The two automatic modes apply linear only to XMs, while allowing use of the more sensitive ramping scheme on all other files.

Jeroen Tel's two infamous chip tunes, Stranglehold and Letting Go, manage to break my ramping scheme, as it is not smooth enough for them. I would need to implement a system that calculates one tick ahead of the renderer, just for the purpose of catching volume changes so they can be ramped in a linear fashion.

Currently, I just use a cheap-ass weighting scheme so volume changes are just applied gradually in a logarithmic fashion. While I do ramp sample start/end points in a linear (1/256th of a second ramp) or logarithmic (1/8192th of a second ramp), the actual volume changes are currently always logarithmic, but somewhat less sensitive in the "linear" mode.

Quote
While you mentioned the tricks used in Nearly.mod to overcome the 31 sample limit i was especialy interested to have a look at foo_dumbs sample info for this file again. It only displays 2 out of 31 samples?  I checked several .mod files and never got to see a complete list of included samples. Looks like samples without a name/text info in the sample table aren't displayed anyway for every module format. Sampleslots containing text only i.e. without an existing sample are listed, though. Btw., Foo_Mod/Bass.dll behaves the same here.
[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=247938")


Sample names were originally added only for the purpose of displaying song messages inserted there. I may add a more complete song/sample info dialog, but most of this information could also be found in various trackers. While not as convenient, it does serve as a decent alternative until I design such a dialog.


Quote
Hi
I hope you received all my files by email some days ago.

I found some new mods who refuse to play in foo_dumb:

[a href="ftp://ftp.modland.com/pub/modules/composer%20669/cc%20catch/cc-hell1.669]ftp://ftp.modland.com/pub/modules/compose...ch/cc-hell1.669[/url]
ftp://ftp.modland.com/pub/modules/compose...ch/cc-hell2.669 (http://ftp://ftp.modland.com/pub/modules/composer%20669/cc%20catch/cc-hell2.669)
ftp://ftp.modland.com/pub/modules/compose...ch/cc-hell3.669 (http://ftp://ftp.modland.com/pub/modules/composer%20669/cc%20catch/cc-hell3.669)

ftp://ftp.modland.com/pub/modules/multitr...20beginning.mtm (http://ftp://ftp.modland.com/pub/modules/multitracker/ryan%20cramer/the%20beginning.mtm)

ftp://ftp.modland.com/pub/modules/multitr...n/flashback.mtm (http://ftp://ftp.modland.com/pub/modules/multitracker/-%20unknown/flashback.mtm)
ftp://ftp.modland.com/pub/modules/multitr...0the%20wind.mtm (http://ftp://ftp.modland.com/pub/modules/multitracker/-%20unknown/yell%20of%20the%20wind.mtm)
[a href="index.php?act=findpost&pid=248028"][{POST_SNAPBACK}][/a]


I'll look at these shortly.
Title: foo_dumb
Post by: deus-ex on 16 October, 2004, 06:12:21 AM
After some more listening tests i find myself to switch off current implementation of foo_dumb's volumeramping. While clipping appears much less with "linerar" it softens the samples to much. "Logarithmic" preserves crispness of the samples but isn't as good in clipping removement. Plus it adds noise/disturbances to some samples. Hopefully OCP's mixer sources can lighten the task for improving foo_dumbs mixer.

Volume ramping testfiles:
Phazer.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203\Karsten%20Koch/phazer-demo%20(kk).s3m) : massive clipping over the whole song, good for testing
Jos-Ssin.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Josss/sweetest%20sin%20-%20josss.xm) : noise/disturbances with logarithmic volume ramping

Do you remember the Foo_Modplug plugin by KarlKox? I checked it again, it supports the ASYLUM .mod format from the "Crusader" games. Just wanted you to know that the modplug sources provide an functionable base for ASYLUM -mod replay among other (exotic/seldom) formats: psm mt2 umx ult stm ptm okt mtm med mdl far dsm dmf dbm ams amf 669 it  xm  s3m mod. The .psm support sounds horrible, though.
Title: foo_dumb
Post by: kode54 on 16 October, 2004, 04:14:24 PM
Uploaded v0.9.5.2.Uploaded v0.9.5.1.Uploaded v0.9.5.I should separate volume ramping from start/end declicking, since ramping is always linear, while it is only that declicking which can be logarithmic. Then there is the original declicker, which is probably unnecessary now that I've implemented volume ramping, but I'll leave it in there just to be safe. (Load up Jt-strng.xm in XMPlay, disable volume ramping completely. Original declicker is all that kept DUMB from going totally clicktastic on that file.)

Hmm, it also appears that sample end ramping is insufficient. Maybe I should pre-ramp the ends of non-looping samples which are at least 2000 samples long or so... Kind of hard to predict the end of a non-looping sample with this resampler setup, for the purpose of ramping it to silence.

Oh, and you may not have noticed it yet, but, uh, the current sample end declicking, which kind of fails for non-looping samples, briefly consumes NNA voices. It shouldn't have a noticeable impact on voice availability with most IT files which already use NNA.

Quote
After some more listening tests i find myself to switch off current implementation of foo_dumb's volumeramping. While clipping appears much less with "linerar" it softens the samples to much. "Logarithmic" preserves crispness of the samples but isn't as good in clipping removement. Plus it adds noise/disturbances to some samples. Hopefully OCP's mixer sources can lighten the task for improving foo_dumbs mixer.[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=248092")

Why, yes, this did help enlighten me. Although I did know that I needed to make ramping linear from tick to tick, I didn't really think to move all volume/panning processing to the voice processing which only occurs once per tick.

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[a href="ftp://ftp.modland.com/pub/modules/Screamtracker%203\Karsten%20Koch/phazer-demo%20(kk).s3m]Phazer.s3m[/url] : massive clipping over the whole song, good for testing[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=248092")

Yes, indeed, this clicking is quite noticeable with the logarithmic declicking. Have you also compared with BASS/XMPlay using the sensitive ramping setting?

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[a href="ftp://ftp.modland.com/pub/modules/Fasttracker%202/Josss/sweetest%20sin%20-%20josss.xm]Jos-Ssin.xm[/url] : noise/disturbances with logarithmic volume ramping[a href="index.php?act=findpost&pid=248092"][{POST_SNAPBACK}][/a]

While there is still light clicking with only logarithmic declicking, that is probably to be expected. It is safe to use at least one of the automatic settings, which will always apply linear declicking to XM files.

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Do you remember the Foo_Modplug plugin by KarlKox?[a href="index.php?act=findpost&pid=248092"][{POST_SNAPBACK}][/a]

I have dealt with libmodplug in the past. It hasn't changed much in the last year or so since it was first released, other than bug fixes.

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I checked it again, it supports the ASYLUM .mod format from the "Crusader" games.[a href="index.php?act=findpost&pid=248092"][{POST_SNAPBACK}][/a]

I assume you mean just another MOD variant, and not just their .AMF format. If they don't already work, post some files and I will look into it.

Quote
Just wanted you to know that the modplug sources provide an functionable base for ASYLUM -mod replay among other (exotic/seldom) formats: psm mt2 umx ult stm ptm okt mtm med mdl far dsm dmf dbm ams amf 669 it  xm  s3m mod.[a href="index.php?act=findpost&pid=248092"][{POST_SNAPBACK}][/a]

Why yes, I have found it to be quite useful as a reference for several formats.

Quote
The .psm support sounds horrible, though. [a href="index.php?act=findpost&pid=248092"][{POST_SNAPBACK}][/a]

Wouldn't you know it, libmodplug was my entire base reference for the newer PSM format. Modplug's PTM support has some glaring faults as well. I guess unlike Olivier, I've actually bothered to test and debug most of the exotic formats I've added.
Title: foo_dumb
Post by: bigboo on 17 October, 2004, 07:30:01 AM
Hi
1. I uploaded in the upload forum some module format descriptions, maybe you don't have all of them:
http://www.hydrogenaudio.org/forums/index....pe=post&id=1077 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=1077)


2. There was a useful option in x-fixer's in_mod : it displayed an error message each time it loaded a module with unsupported/unknow effect. You just had to load all your modules in the playlist and see directly those unsupported. Then send the file to the developer.

Could you add a similar feature, maybe with displaying an error message in the console each there is a problem (unsupported effect and other things too)?
Title: foo_dumb
Post by: deus-ex on 17 October, 2004, 11:39:17 AM
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Yes, indeed, this clicking is quite noticeable with the logarithmic declicking. Have you also compared with BASS/XMPlay using the sensitive ramping setting?

Of course i did. I used to listen to my mod collection with it once, you know? Then came foo_dumb.
With In_MOD/Bass.dll and XMP i use sensitive ramping by default, Phazer.s3m sounds quiet good there.

Quote
While there is still light clicking with only logarithmic declicking, that is probably to be expected. It is safe to use at least one of the automatic settings, which will always apply linear declicking to XM files.

Why is it save to use linear for xm instead of logarithmic?

Quote
I assume you mean just another MOD variant, and not just their .AMF format. If they don't already work, post some files and I will look into it.

Please check your mail.

Quote
I guess unlike Olivier, I've actually bothered to test and debug most of the exotic formats I've added.

And you did that very well. Especially .psm replay quality blew me away.


Going to test latest version now...
Title: foo_dumb
Post by: bigboo on 17 October, 2004, 01:46:34 PM
ftp://65.24.21.108/cd1/SANCTION.669 (http://ftp://65.24.21.108/cd1/SANCTION.669)

I'm not 100% sure but I think there is a problem in this 669 at 00min 07sec (ok I used winamp to compare but it sound better there)
Title: foo_dumb
Post by: deus-ex on 17 October, 2004, 02:27:27 PM
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I'm not 100% sure but I think there is a problem in this 669 at 00min 07sec (ok I used winamp to compare but it sound better there)[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=248302")

Using Winamp's mod playback capabilities for comparison is a no go. I recommend to get yourself a worthy competitor to foo_dumb, namely do a second foobar2000 install using Kode54's foo_mod.dll/bass.dll and/or use [a href="http://www.un4seen.com]Xmplay[/url]. Not to mention to check back with the original tracker, though getting them to run on todays pc environment isn't a trivial task for the unexperienced. Then again, you aren't a newbie regarding modules, no?

Quote
Going to test latest version now...

Sounds much better now. Linear is still a no go for me, i don't like the current lose of detail with the softened samples. XMP's sensitive ramping still does a better job, but i think we're getting there soon, maybe even surpass XMP's ramping quality.
Title: foo_dumb
Post by: bigboo on 17 October, 2004, 02:44:04 PM
Quote
Quote
I'm not 100% sure but I think there is a problem in this 669 at 00min 07sec (ok I used winamp to compare but it sound better there)[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=248302")

Using Winamp's mod playback capabilities for comparison is a no go. I recommend to get yourself a worthy competitor to foo_dumb, namely do a second foobar2000 install using Kode54's foo_mod.dll/bass.dll and/or use [a href="http://www.un4seen.com]Xmplay[/url]. Not to mention to check back with the original tracker, though getting them to run on todays pc environment isn't a trivial task for the unexperienced. Then again, you aren't a newbie regarding modules, no?

Yeah I know winamp is not a very good module player, but two years ago I followed his development and some formats are pretty well supported (namelly 669, OKT, AMF and PTM), and for those format I think it's not that bad to test and compare with it (bass.dll doesn't support them at all).

For more classic format I use xmplay, because I don't have time to install old trackers with dosbox, and it's a little bit complicated!
But don't worry i'll setup a good testing environment with dosbox when I'll have more time!
Title: foo_dumb
Post by: bigboy177 on 17 October, 2004, 07:37:08 PM
Where can I download the plugin... The link from the first post doesn't work... I get an info that I don't have permission to view the page...
Title: foo_dumb
Post by: Mr_Rabid_Teddybear on 17 October, 2004, 10:31:59 PM
Kode54 got a temporary page right now, it's  here (http://www.saunalahti.fi/cse/kode54/index.php?s=d&o=d).
Title: foo_dumb
Post by: kode54 on 18 October, 2004, 02:19:32 AM
Uploaded v0.9.5.4.Uploaded v0.9.5.3.Either I did not notice, or I forgot that libmodplug supported both AMF formats. I will work them both into my next release.
Title: foo_dumb
Post by: deus-ex on 28 October, 2004, 04:13:42 PM
*bumpedibump*

Browsing Modland i found a Protracker mod with filesize smaller than the one of my collection. Besides some different sample name text mine has got additional 96 zeros at the end of the file. The smaller one fails to load with foo_dumb v0.9.5.4, foo_mod and XMP loads it.

Dragonsfunk.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Moby/dragonsfunk.mod) : this one fails to load in foo_dumb
Dragonsfunk.mod (http://kmods.dyndns.org/mods/artists/Moby.fr/Dragons_Funk.mod) : this one loads fine everywhere

Taking a break from foo_dumb coding or do you have something cooking?
Title: foo_dumb
Post by: kode54 on 28 October, 2004, 10:56:11 PM
Uploaded v0.9.5.5.Example, in this case, being Dragonsfunk.mod, the last sample in the file has a loop with excess data following the loop, and most of the loaders ignore/truncate that anyway. Since MOD format doesn't include any sample offsets, it skips the truncated portion after loading the required sample data. In this file, the truncated portion is 0x240 bytes long, but the shorter file is missing a whole two bytes of that, heh. That, or MOD loops really are supposed to be two samples shorter than specified, and lengths of 0 or 2 mean no loop... Hmm...

Yeah, I've kind of taken a break from foo_dumb development for now, as I've been jumping around on other random projects. I'll get back to this eventually, as I also kind of promised someone MED support. (Actually, a bit of the problem seems to be where I go from adding features based on random inspiration and springing them upon the user base, to actually promising features. Heh.)
Title: foo_dumb
Post by: deus-ex on 12 January, 2005, 11:10:59 AM
While adding new files to my collection i came across these two modules:
ifaskedt.mod (http://www.modarchive.com/cgi-bin/download.cgi/I/ifaskedt.mod): Crashes foobar immediately, AMIGA module
valentin.xm (http://www.modarchive.com/cgi-bin/download.cgi/V/valentin.xm): Skips Order00 (holds a few commands in the last rows only, used for initialization?), thus reporting subsong at Order 01

Been a while since the last release of foo_dumb...
Title: foo_dumb
Post by: kode54 on 12 January, 2005, 02:39:44 PM
Quote
While adding new files to my collection i came across these two modules:
ifaskedt.mod (http://www.modarchive.com/cgi-bin/download.cgi/I/ifaskedt.mod): Crashes foobar immediately, AMIGA module[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=264802")


Uploaded v0.9.5.6.

Quote
[a href="http://www.modarchive.com/cgi-bin/download.cgi/V/valentin.xm]valentin.xm[/url]: Skips Order00 (holds a few commands in the last rows only, used for initialization?), thus reporting subsong at Order 01[a href="index.php?act=findpost&pid=264802"][{POST_SNAPBACK}][/a]

I'm not sure what to do about this. Luckily, the initial order only contains note cut commands and speed/tempo changes for silence padding, and the rest of the song does not rely on the speed/tempo changes. I could change this, but then the silence cutter and/or subsong scanner would fail to remove real (annoying) cases of padding. Meh.

Quote
Been a while since the last release of foo_dumb...
[a href="index.php?act=findpost&pid=264802"][{POST_SNAPBACK}][/a]

Indeed it has. I haven't had a lot of motivation to continue working on it, even though I did "plan" to add a few more things. The least I can do is share my changes with entheh. I'll have to get in touch later...
Title: foo_dumb
Post by: deus-ex on 12 January, 2005, 03:41:06 PM
Quote
Uploaded v0.9.5.6.

Thank you, Kode54.

Quote
I'm not sure what to do about this. Luckily, the initial order only contains note cut commands and speed/tempo changes for silence padding, and the rest of the song does not rely on the speed/tempo changes. I could change this, but then the silence cutter and/or subsong scanner would fail to remove real (annoying) cases of padding. Meh.

No prob, leave it as it is then. Just wanted you to have a look at it to make sure its no big deal.

Quote
I haven't had a lot of motivation to continue working on it, even though I did "plan" to add a few more things. The least I can do is share my changes with entheh. I'll have to get in touch later...

I fully understood you are taking a break from this project. Hopefully motivation will come back to pick it up again, someday in the not to distant future, and don't drop it completly. How's they saying: "I'm young, i can wait."
Title: foo_dumb
Post by: deus-ex on 16 January, 2005, 03:56:01 PM
Yet another one foo_dumb swallows: Eaten Vinyl.xm (http://ftp://ftp.modland.com/pub/modules/fasttracker%202/falcon/eaten%20vinyl.xm). Console output reads: INFO (CORE) : location: "silence://1" (0)
Keep pushing foo_dumb version towards v0.9.6.

EDIT: Thanks for the silent v0.9.5.7 update. A new distribution model?
Title: foo_dumb
Post by: deus-ex on 30 January, 2005, 11:27:30 AM
2Kode54
Foo_Dumb was updated silently again few days ago. Why was'nt the update anounced?
I'd still like to know what was changed. Attempt to get in touch via email was'nt successfull, too.

If interested i would have to report a few more issues found recently.
Title: foo_dumb
Post by: foosion on 30 January, 2005, 11:44:50 AM
I found an issue with foo_dumb and "Repeat One" playback order. kode54 fixed that.
Title: foo_dumb
Post by: deus-ex on 11 October, 2005, 03:04:20 PM
Found a couple new modules making problems you may want to take a look at.
Reference is FT2 v2.09 (XMPlay plays them fine, too):

Binary World.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Dakota/binary%20world.xm)
Order 07, Channel 8,9 (in FT2 = 7,8) replay is wrong.

Trans Atlantic (stereomix).xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Vogue/trans%20atlantic%20(stereomix).xm)
Fails to load. Though when resaved with FT2 it loads without problems.


Regards,
deus-ex
Title: foo_dumb
Post by: kode54 on 16 November, 2005, 08:53:29 PM
Quote
Binary World.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Dakota/binary%20world.xm)
Order 07, Channel 8,9 (in FT2 = 7,8) replay is wrong.[{POST_SNAPBACK}][/a] (http://index.php?act=findpost&pid=333603")

Bug with arpeggio, appears to affect only linear frequency mode. It would appear to be ignoring note offset, instead playing C-5 for any non-zero offset. Switching the file to Amiga mode sounds about the same as what DUMB was doing. I have fixed this, although I'm not sure if it's the correct behavior.

Quote
[a href="ftp://ftp.modland.com/pub/modules/Fasttracker%202/Vogue/trans%20atlantic%20(stereomix).xm]Trans Atlantic (stereomix).xm[/url]
Fails to load. Though when resaved with FT2 it loads without problems.[a href="index.php?act=findpost&pid=333603"][{POST_SNAPBACK}][/a]

Old version of the XM format, which would explain why FT2 supports it, and resaving fixes it. I have added support for both v1.02 and v1.03 format files, which only vary slightly from each other, but quite a different overall file layout from v1.04.

For the curious, here are the differences:

v1.02: Pattern headers contain single byte for row count, range 0-255 for 1-256 rows, making minimum header size 8 bytes. File layout is old type.
v1.03: Pattern headers contain two bytes for row count, range 1-256, making minimum header size 9 bytes. File layout the same as 1.02.
v1.04: Same pattern header as 1.03. New file layout.

Old file layout is as follows:
Newer layout in v1.04 files:

So, change log for foo_dumb v0.9.7:
RIFF AMFF was fun, since it appears to be an older and slightly less convoluted version of the format, and was only used for Medivo.j2b. The game doesn't use the file, which makes sense anyway since the version of Galaxy that the release version uses doesn't even support that format. Take that.

Documentation on the RIFF AM/AMFF format to come in the form of source code, for the curious. Took me long enough to get down to it, eh? ( That's a year from when I cracked J2B compression and gave up, to picking it up and cracking the format underneath the compression, heh. Oh, and I didn't have any help from public documentation, which I found later. I must kill whoever wrote this one document, they have no concept of the RIFF container format at all. "AM  INIT<unknown>", my ass. )
Title: foo_dumb
Post by: deus-ex on 17 November, 2005, 11:30:39 AM
Thanks for taking care of the reported issues. Would you mind to update the foobar v0.8.3 compatible version as well?


Regards,
deus-ex
Title: foo_dumb
Post by: Deewiant on 26 March, 2006, 03:40:26 AM
I noticed a while ago that I have a bunch of mods - mostly .s3ms, also some .xm - showing up blank in the playlist. Inspection reveals that they have an empty TITLE metadata field. It would be nice to have an option for foo_dumb which would make it use the filename as the song title when the title itself is empty.

Aside from that, I miss .stm support.
Title: foo_dumb
Post by: ssamadhi97 on 26 March, 2006, 06:50:35 AM
Quote
I noticed a while ago that I have a bunch of mods - mostly .s3ms, also some .xm - showing up blank in the playlist. Inspection reveals that they have an empty TITLE metadata field. It would be nice to have an option for foo_dumb which would make it use the filename as the song title when the title itself is empty.
[a href="index.php?act=findpost&pid=375330"][{POST_SNAPBACK}][/a]

Why do that on the dumb side? You can handle this nicely by adjusting your playlist formatting string.
Title: foo_dumb
Post by: Borisz on 26 March, 2006, 08:02:05 AM
Quote
I noticed a while ago that I have a bunch of mods - mostly .s3ms, also some .xm - showing up blank in the playlist. Inspection reveals that they have an empty TITLE metadata field. It would be nice to have an option for foo_dumb which would make it use the filename as the song title when the title itself is empty.

Aside from that, I miss .stm support.
[a href="index.php?act=findpost&pid=375330"][{POST_SNAPBACK}][/a]

Heh, I just had the same issue with some XM files.

Code: [Select]
$if($stricmp(%__codec%,xm),
$if($stricmp(%title%,                    ),$upper(%_filename%),%title%),
%title%)


I think that's what I did so they display the same way as they did in modplug.

edit: by the way - would it be possible to include looping + fadeout? So you can set a module to loop x times then fadeout IF it has loop info. I'm sure this was mentioned before...
Title: foo_dumb
Post by: Deewiant on 26 March, 2006, 12:03:37 PM
Quote
Heh, I just had the same issue with some XM files.

Cheers, I could adapt your code to get it work. False alarm - my fault for not having familiarised myself with title formatting.

I still miss .stm support, though.
Title: foo_dumb
Post by: Deewiant on 20 April, 2006, 08:41:13 AM
I went through the Mod Archive and came up with every file that doesn't load at all with foo_dumb.

First we have the "priority" modules, of which there are four:
   darkness2.s3m is the one module that loads fine, but I guess subsong scanning messes it up: foo_dumb comes up with twelve 11-second and five 0-length subsongs, none of which contain any sound.
   Trying to load a-000000.it causes foobar to use 100% of the CPU and hang until the loading is aborted. Maybe it terminates, but not in any reasonable amount of time.
   Trying to load either of the last two, hall8.it or n4.s3m, outright crashes foobar2000.

priority.zip (http://rapidshare.de/files/18480193/priority.zip.html), 2.36 MiB, 4 files

Then a "semi-priority" module. This one is actually an S3M, but if it is renamed to a MOD (as it originally was), it causes the same problem as a-000000.it of the "priority" modules.

drdfca.s3m (http://rapidshare.de/files/18480347/drdfca.s3m.html), 0.17 MiB

The rest just plain fail to load - foo_dumb doesn't recognise them. I've tested them to make sure that they work in at least one of: Modplug Tracker, Scream Tracker 3, Fast Tracker 2, Impulse Tracker.

669.zip (http://rapidshare.de/files/18480387/669.zip.html), 0.33 MiB, 2 files
it.zip (http://rapidshare.de/files/18480749/it.zip.html), 20.5 MiB, 15 files
aw_bface.mtm (http://rapidshare.de/files/18480819/aw_bface.mtm.html), 0.11 MiB
s3m.zip (http://rapidshare.de/files/18481338/s3m.zip.html), 33.0 MiB, 43 files
xm.zip (http://rapidshare.de/files/18482070/xm.zip.html), 41.0 MiB, 56 files
Title: foo_dumb
Post by: rutra80 on 19 May, 2006, 04:46:24 PM
I have a MOD (http://www.rzeszow.mm.pl/~achlebek/graymm.mod) in which foo_dumb can't find a subsong (kode54, let me know when you grab it so I can delete it from my host).
Title: foo_dumb
Post by: kode54 on 27 May, 2006, 07:55:52 PM
I didn't notice most of this crap until TrNSZ downloaded the entire modarchive torrent a while ago and started rediscovering these problems on his own and reported them to me on IRC. I haven't been following the forum a whole lot. Anyway, back in the saddle for a while...

2006-05-27 22:40 UTC - kode542006-05-23 00:06 UTC - kode542006-05-22 21:44 UTC - kode542006-05-22 18:43 UTC - kode542006-05-22 17:26 UTC - kode542006-05-21 02:11 UTC - kode542006-05-20 xx:xx UTC - kode54Known oddities:And here are files among the above which slipped under the radar, or their relative position in the modarchive collection pushed them under the radar by other files that had similar bugs. Anyway, these are now fixed:Ahahahaha, and nobody else downloaded the other rapidshared packs, so they expired before I got to them. Perhaps you could use the upload forum next time? Feel free to retest the broken files, at least a few more should be fixed. And if not, you can give me the names and I can fetch them myself from modarchive. And if not, I'm alive enough to fetch from rapidshare within 30 days or less this time, I think.
Title: foo_dumb
Post by: Deewiant on 29 May, 2006, 09:37:35 AM
I didn't notice most of this crap until TrNSZ downloaded the entire modarchive torrent a while ago and started rediscovering these problems on his own and reported them to me on IRC. I haven't been following the forum a whole lot. Anyway, back in the saddle for a while...

<changelog + comments>

Ahahahaha, and nobody else downloaded the other rapidshared packs, so they expired before I got to them. Perhaps you could use the upload forum next time? Feel free to retest the broken files, at least a few more should be fixed. And if not, you can give me the names and I can fetch them myself from modarchive. And if not, I'm alive enough to fetch from rapidshare within 30 days or less this time, I think.

It's alive! Excellent.

I figured if you didn't get the archives in time it might be because you've been working on the plugin, so the packs would be outdated anyway. It seems I was right, so it doesn't matter. 

All my problems are from the Mod Archive torrent as well (I've already listed problems with completely corrupt files or ones with the wrong file extension at the Mod Archive forums (http://www.modarchive.com/db/boards2/viewtopic.php?t=136)), so if this TrNSZ has done his homework properly there's nothing new here.

To be safe, I'll update my findings anyway.

So, of the 34276 modules in the Mod Archive[1], last time foo_dumb couldn't properly play 120, this time the number is 49. That's from a 99.65% success rate to 99.86%, congratulations.

The remaining issues follow. First, my take on some of the files you already mentioned:Then, the remaining files that don't work. I've uploaded them to RapidShare again, just to spite you.  But really, they're not even meant to stay there forever - just long enough for foo_dumb to be able to play them all.Lastly, the archives containing files that simply refuse to load at all.[1] Not including 9 corrupt files, but including 9 "almost-corrupt" ones that can be easily fixed, as well as archives which only need to be extracted. Also not including files with the wrong file extension, as I've corrected those manually. EDIT: also not including *.stm, *.okt, *.med. I'm still waiting for support for those file formats.
Title: foo_dumb
Post by: rutra80 on 29 May, 2006, 03:44:08 PM
*.med. I'm still waiting for support for those file formats.

Ohhh, me too (and there's SDK, but unfortunatelly of no use for fb2k).
Title: foo_dumb
Post by: TrNSZ on 29 May, 2006, 07:00:59 PM
[deleted]
Title: foo_dumb
Post by: Deewiant on 30 May, 2006, 05:04:46 AM
I did not download the packs of the "broken" files, (and my own modules are merged in with those from modarchive), but kode54's foo_unpack_lha (http://www.hydrogenaudio.org/forums/index.php?showtopic=45051) plugin might fix at least a couple of these.  A few files I had (two in particular) were transparently LZH (LHArc) compressed.

I've checked each file quite thoroughly. Each .s3m is really a Scream Tracker 3 module, each .xm is a FastTracker 2 module, each .it is an Impulse Tracker module. None bear the distinctive "PK" header for .zip files or "-lh" for .lha files, or anything else that doesn't belong.

Besides, I've made sure they all play in either OpenMPT or their "own" tracker (Scream Tracker/FastTracker/Impulse Tracker) which, as far as I know, don't implement such general compression algorithms. (Impulse Tracker seems to have some compression scheme of its own, though: it claims that issa.it and sj-kboar.it are of type "Compressed Impulse Tracker".)
Title: foo_dumb
Post by: kode54 on 30 May, 2006, 06:05:56 AM
I did not download the packs of the "broken" files, (and my own modules are merged in with those from modarchive), but kode54's foo_unpack_lha (http://www.hydrogenaudio.org/forums/index.php?showtopic=45051) plugin might fix at least a couple of these.  A few files I had (two in particular) were transparently LZH (LHArc) compressed.

I've checked each file quite thoroughly. Each .s3m is really a Scream Tracker 3 module, each .xm is a FastTracker 2 module, each .it is an Impulse Tracker module. None bear the distinctive "PK" header for .zip files or "-lh" for .lha files, or anything else that doesn't belong.

You will see the -lh5- in n-sform.it. And if not, then modarchive has already fixed it.

Quote
Besides, I've made sure they all play in either OpenMPT

Oh, and Open ModPlug Tracker, like ModPlug Tracker and Player before it, transparently supports ZIP, LHA, and RAR. Although the LHA code is kind of old and doesn't support lh6/7 methods, but that's fairly easy to fix. Heh, and their code is easy enough to crash with corrupt archives because one of the huffman table functions doesn't report its errors to the caller. But that's beside the point, really.

Quote
or their "own" tracker (Scream Tracker/FastTracker/Impulse Tracker) which, as far as I know, don't implement such general compression algorithms. (Impulse Tracker seems to have some compression scheme of its own, though: it claims that issa.it and sj-kboar.it are of type "Compressed Impulse Tracker".)

That is sample compression. And thankfully, only native sample compression. ModPlug Tracker also has its own ADPCM compression, which it supports for MOD, S3M, XM, and IT files, and foo_dumb already supports. Of course, that won't work at all in the original trackers.
Title: foo_dumb
Post by: Deewiant on 30 May, 2006, 11:59:00 AM
I've checked each file quite thoroughly. Each .s3m is really a Scream Tracker 3 module, each .xm is a FastTracker 2 module, each .it is an Impulse Tracker module. None bear the distinctive "PK" header for .zip files or "-lh" for .lha files, or anything else that doesn't belong.

You will see the -lh5- in n-sform.it. And if not, then modarchive has already fixed it.

I should probably have been more clear: I was referring only to the modules in the packs I uploaded. It's true that the Mod Archive contains a couple of compressed files.

Quote
Quote
Besides, I've made sure they all play in either OpenMPT
Oh, and Open ModPlug Tracker, like ModPlug Tracker and Player before it, transparently supports ZIP, LHA, and RAR.

Thanks for the info, I didn't know that. Fortunately, I checked the uploaded modules both with a script and manually, so it doesn't matter in this case, but that's good to remember.
Title: foo_dumb
Post by: TrNSZ on 30 May, 2006, 05:58:19 PM
[deleted]
Title: foo_dumb
Post by: deus-ex on 30 May, 2006, 06:16:27 PM
Who would have thought that foobar2000 with kode54's help would end up the closest competition to XMPlay?!
Foo_Dumb surpasses XMPlay in terms of accuracy, though not in terms of speed (loading) and probably cpu usage (don't mind).


@Kode54
A foobar2000 v0.8 compatible build of the latest foo_dumb release would be appreciated since i'm currently running both foobar2000 v0.08 and v0.09 as some input plugins that i'm using aren't updated yet (eg. foo_ganbatte, foo_adplug ...).


Regards,
deus-ex
Title: foo_dumb
Post by: Borisz on 31 May, 2006, 12:19:10 PM
edit: by the way - would it be possible to include looping + fadeout? So you can set a module to loop x times then fadeout IF it has loop info. I'm sure this was mentioned before...

Title: foo_dumb
Post by: kode54 on 31 May, 2006, 07:50:11 PM
2006-06-01 00:47 UTC - kode54
2006-05-31 23:15 UTC - kode542006-05-31 20:12 UTC - kode542006-05-30 03:57 UTC - kode542006-05-30 00:04 UTC - kode54[quote name='Deewiant' post='397183' date='May 29 2006, 06:37']
The remaining issues follow. First, my take on some of the files you already mentioned:[/quote]
Needs more "Trim silent patterns".
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37'][/quote]
And there's not much I can do about this without redoing a bit of the silent pattern scanning and how the subsong scanner uses that information. Although, in this case, it's a bunch of patterns way the hell at the end of the order list, then they do something with global volume slide that ends up muting them immediately.
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37'][/quote]
You can check the ends of the files to see that one or more of the samples are cut off, and all remaining samples are silenced. You can even compare herc-g2.it against the working copy in that musicdisk archive. They may play, but they won't sound as originally intended.
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37'][/quote]
Needs more locating of the original authors and/or uploaders for proper reuploading, if they even have a working copy. Most of this stuff, I can only find at modarchive.
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37']Then, the remaining files that don't work. I've uploaded them to RapidShare again, just to spite you.  But really, they're not even meant to stay there forever - just long enough for foo_dumb to be able to play them all.[/quote]
That depends. So far, most of these look like they're broken, with the exception of the files fixed above.
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37'][/quote]
Another problem with my subsong scanner. The silence skipper really needs a little more smarts. Perhaps it should even run the full parser on the orders or patterns to see if they generate any sound. Although that will make the scanning, and thus initial loading almost every time you play the file to be slower.
Quote
Lastly, the archives containing files that simply refuse to load at all.

  • it.zip (http://rapidshare.de/files/21683490/it.zip.html), 11.6 MiB, 8 files
  • s3m.zip (http://rapidshare.de/files/21683684/s3m.zip.html), 3.65 MiB, 17 files

These seem to be corrupt files, but I'll look over them more thoroughly soon.
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37']Also not including files with the wrong file extension, as I've corrected those manually.[/quote]
These should all work now, except for unsupported formats.
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37']EDIT: also not including *.stm[/quote]
See above. Hopefully, everything should work correctly.
[quote name='Deewiant' post='397183' date='May 29 2006, 06:37']*.okt, *.med. I'm still waiting for support for those file formats. [/quote]
And maybe I'll get on to these soon.

[quote name='deus-ex' post='397753' date='May 30 2006, 15:16']Foo_Dumb surpasses XMPlay in terms of accuracy, though not in terms of speed (loading)[/quote]
Unfortunately, I can only cache length and subsong information for a few files, and only for the life of the foobar2000 process, so loading files without cached info will result in a reprobe. The length probing and subsong scanning requires a full replay parse, sans sample mixing. This process would be somewhat slower if the subsong scanner were to employ some audible data checking for initial patterns.

[quote name='deus-ex' post='397753' date='May 30 2006, 15:16']and probably cpu usage (don't mind).[/quote]
Certainly, some of this could be due to the rather sub-optimal volume ramping implementation, where several volume variables (including a pointer to a variable) are passed around for every active channel. The whole mixer could probably use a once-over, but I don't really feel like doing that right now. Or maybe someone else would like to do that? It's 100% C.

[quote name='deus-ex' post='397753' date='May 30 2006, 15:16']A foobar2000 v0.8 compatible build of the latest foo_dumb release would be appreciated since i'm currently running both foobar2000 v0.08 and v0.09 as some input plugins that i'm using aren't updated yet (eg. foo_ganbatte, foo_adplug ...).[/quote]
I don't plan on backporting it to 0.8, or supporting anything for 0.8.

foo_adplug could lead to some considerable work on adplug itself, namely multi-instance safety, and I think maybe it needs proper file reader support as well.

I cannot find any reference to this foo_ganbatte, though. What does it do, and is there any source code available?

[quote name='Borisz' post='398036' date='May 31 2006, 09:19']
[quote name='Borisz' post='375385' date='Mar 26 2006, 15:02']
edit: by the way - would it be possible to include looping + fadeout? So you can set a module to loop x times then fadeout IF it has loop info. I'm sure this was mentioned before...
[/quote]

[/quote]
Hold your horses.  See above.
Title: foo_dumb
Post by: deus-ex on 31 May, 2006, 08:03:28 PM
Unfortunately, I can only cache length and subsong information for a few files, and only for the life of the foobar2000 process, so loading files without cached info will result in a reprobe.
I just keep wondering how XMPLay is able to load modules this fast including trimming and scanning subsongs? I didn't have caching in mind, for instance starting XMPlay with a modulename from the commandline immediately loads and scans the file and starts playback. To my knowledge XMP doesn't use any caching techniques. Fileloading times is a field where foo_dumb obviously could be further optimized. Just recently i have switched trimming permanently off to gain a litte increase, a fast CPU and HD doesn't improve loading that much as i expected (recently upgraded, highend system). Though i'm fine with the current situation as in exchange for the high replay quality foo_dumb delivers.


Quote
I don't plan on backporting it to 0.8, or supporting anything for 0.8.
I just threw a coin to get an reaction.


Quote
foo_adplug could lead to some considerable work on adplug itself, namely multi-instance safety, and I think maybe it needs proper file reader support as well.
Question is if it still is maintained. Simon, the Adplug author, mentioned that the foobar version of Adplug would need further improvement (he is not involved with the foobar port). Then again the recent update of Adplug still doesn't support all fileversions of the a2m-format (Adlibtracker2) although the sourcecode for a loader supporting all fileversions is included with all Adlibtracker2 distributions. The last fileversion which introduced a different compression algorhythm and support for instrument macros was released in 2001.

Adlib Tracker II homepage: http://www.adlibtracker.net (http://www.adlibtracker.net)


Quote
I cannot find any reference to this foo_ganbatte, though. What does it do, and is there any source code available?
This plugin supports EdlibTracker D00/D01 Adlib-modules and is maintained by OPLx, author of the Winamp input plugin. Though Adlpug has support for this format as well it is not as good as Ganbatte by far. The foobar version was born on my request, OPLx kindly made it available after about one year of development time (on and off) and beta testing on my side. He is already porting it to foobar 0.9x in his spare time, so it will just take some time (ie. when its done...). I don't know if he is giving away the sourcecode, can't hurt to ask him if you're interested. Getting in touch with each other could improve development time of his plugin, and certainly this would lead to new impulses and fresh ideas for the both of you.

OPLx (Ganbatte) homepage: http://www.oplx.com/code (http://www.oplx.com/code)


Regards,
deus-ex

EDIT: spelling, Adlibtracker2 link
Title: foo_dumb
Post by: kode54 on 31 May, 2006, 10:36:49 PM
Unfortunately, I can only cache length and subsong information for a few files, and only for the life of the foobar2000 process, so loading files without cached info will result in a reprobe.
I just keep wondering how XMPLay is able to load modules this fast including trimming and scanning subsongs? I didn't have caching in mind, for instance starting XMPlay with a modulename from the commandline immediately loads and scans the file and starts playback. To my knowledge XMP doesn't use any caching techniques. Fileloading times is a field where foo_dumb obviously could be further optimized. Just recently i have switched trimming permanently off to gain a litte increase, a fast CPU and HD doesn't improve loading that much as i expected (recently upgraded, highend system). Though i'm fine with the current situation as in exchange for the high replay quality foo_dumb delivers.

That I'm not sure about, perhaps the sequence handling replay code could use some work as well, since it's so slow even without mixing. For instance, I went kind of all out with loop detection by using a complete binary array to mark played rows/orders, even though it currently only checks for collisions on pattern start/jump. It's kind of a pain to clear parts of it on pattern loops, especially in XM which as per-channel pattern looping.

Quote
foo_adplug could lead to some considerable work on adplug itself, namely multi-instance safety, and I think maybe it needs proper file reader support as well.
Question is if it still is maintained. Simon, the Adplug author, mentioned that the foobar version of Adplug would need further improvement (he is not involved with the foobar port). Then again the recent update of Adplug still doesn't support all fileversions of the a2m-format (Adlibtracker2) although the sourcecode for a loader supporting all fileversions is included with all Adlibtracker2 distributions. The last fileversion which introduced a different compression algorhythm and support for instrument macros was released in 2001.

Adlib Tracker II homepage: http://www.adlibtracker.net (http://www.adlibtracker.net)

I may look into this later, if nobody else starts on it.

Quote
I cannot find any reference to this foo_ganbatte, though. What does it do, and is there any source code available?
This plugin supports EdlibTracker D00/D01 Adlib-modules and is maintained by OPLx, author of the Winamp input plugin. Though Adlpug has support for this format as well it is not as good as Ganbatte by far. The foobar version was born on my request, OPLx kindly made it available after about one year of development time (on and off) and beta testing on my side. He is already porting it to foobar 0.9x in his spare time, so it will just take some time (ie. when its done...). I don't know if he is giving away the sourcecode, can't hurt to ask him if you're interested. Getting in touch with each other could improve development time of his plugin, and certainly this would lead to new impulses and fresh ideas for the both of you.

OPLx (Ganbatte) homepage: http://www.oplx.com/code (http://www.oplx.com/code)

Well, I don't really need the source if he's going to port it himself. More power to him, I say. And I can understand that development cycle. (Heh, even if I do have almost all the free time in the world, but very random motivation.)
Title: foo_dumb
Post by: rutra80 on 01 June, 2006, 01:21:48 PM
*.okt, *.med. I'm still waiting for support for those file formats.

And maybe I'll get on to these soon.


And if you need some (Octa)MED mods, including multichannel ones, with DSPs etc, I have some.
Title: foo_dumb
Post by: deus-ex on 01 June, 2006, 05:41:31 PM
And if you need some (Octa)MED mods, including multichannel ones, with DSPs etc, I have some.

You can find a (almost?) complete OctaMED collection on MODLAND: ftp://ftp.modland.com/pub/modules (http://ftp://ftp.modland.com/pub/modules)
"... and then some" to quote a popular foobar mod-plugin.


Regards,
deus-ex
Title: foo_dumb
Post by: kode54 on 01 June, 2006, 10:03:23 PM
DSPs? Does that mean external components will be required for playback?
Title: foo_dumb
Post by: deus-ex on 02 June, 2006, 02:29:20 PM
I tested latest foo_dumb (v0.9.7.4, 01-06-2006) with my mod collection and against some (previously) known problem files. A lot of the files which i had noted to produce clipping could be removed from my list. As it turned out the clipping wasn't an issue with foo_dumb but was caused by my previous sound card, a 'Terratec Aureon Space' which i picked because it doesn't alter sounddata internally and offers EAX support to a certain degree. The 'Terratec Aureon' replaced my 'Creative Audigy' back then which is known to (badly) remix sounddata internaly which was inacceptable for me when listening to my music collection. For my new system i choosed an 'Creative XiFi Extreme Music' which has superior audio reproduction using its 'Audio creation' mode and full EAX support as well.

Due to changes of the subsong detection a few problems arised:
coffee-blues 3.mod (http://ftp://ftp.modland.com/pub/modules/protracker/Chorus/coop-Sid/coffee-blues%203.mod): playback broken (several orders only played partial, skips to next order early), detects 1 subsong (previously found 10, like XMPlay, though these aren't real subsongs)

Following modules detects the second subsong now at one order earlier (eg. order 2 instead 3) which holds an empty pattern:
Basehead (http://ftp://ftp.modland.com/pub/modules/impulsetracker/basehead) <- link to artist folder
Michiel van den Bos (http://ftp://ftp.modland.com/pub/modules/impulsetracker/michiel%20van%20den%20bos)
Michiel van den Bos & Siren (http://ftp://ftp.modland.com/pub/modules/impulsetracker/michiel%20van%20den%20bos/coop-siren)
Siren (http://ftp://ftp.modland.com/pub/modules/impulsetracker/siren)
Siren & Reeves Gabrels (http://ftp://ftp.modland.com/pub/modules/impulsetracker/siren/coop-reeves%20gabrels)
Skaven (http://ftp://ftp.modland.com/pub/modules/screamtracker%203/skaven)
Non-existant subsongs detected (previously not):
angel&devil.xm (http://ftp://ftp.modland.com/pub/modules/fasttracker%202/joss/angel&devil.xm)
wild king arthur.xm (http://ftp://ftp.modland.com/pub/modules/fasttracker%202/lizardking/wild%20king%20arthur.xm)
,.it (http://ftp://ftp.modland.com/pub/modules/impulsetracker/mick%20rippon/,.it) (not a typo)


Regards,
deus-ex
Title: foo_dumb
Post by: kode54 on 02 June, 2006, 04:52:26 PM
2006-06-02 22:06 UTC - kode54
2006-06-02 21:20 UTC - kode542006-06-02 20:25 UTC - kode54That last bit fixes all of the other subsong issues you reported above. You will have to re-add the files to your playlist(s).
Title: foo_dumb
Post by: deus-ex on 02 June, 2006, 06:10:01 PM
All issues fixed. Thanks.


Regards,
deus-ex
Title: foo_dumb
Post by: rutra80 on 02 June, 2006, 07:26:45 PM
DSPs? Does that mean external components will be required for playback?

I don't think so, I can't tell about (Octa)MED for PC, but in Amiga versions there wasn't any support for external DSP plugins. To make things more clear, there was MED, OctaMED, and OctaMED SoundStudio.
MED was for 4-channel songs only (that's how many hardware channels Amiga had), it was really just like Sound/Noise/ProTracker with some additional features like simple synthesizer, MIDI, subsongs, etc.
Later there was OctaMED with which you could have more channels, but they needed to be mixed by the CPU into these 4 channels, in that mixing mode you could also use 16bit samples (two 8bit hardware channels per speaker could result in 14bit playback, some more details in this topic (http://www.hydrogenaudio.org/forums/index.php?showtopic=36293)).
Since there was already some software sound processing (that mixing), in OctaMED SoundStudio they also threw in DSP effects like echo, cross delay, stereo separation, panning, smoothing (interpolation I guess), and resampling - all that was built-in. Resampling & mixing is already done by system/fb2k, interpolation is already implemented in your plugin, so for full OctaMED SoundStudio support you would need to implement echo, cross delay, stereo separation, and panning. IIRC you couldn't control these effects with commands - once set they were for the whole song. Also, settings for some of these effects (for echo & cross delay I think) wasn't even saved in the module (I had to set them for every playback session), so if you don't feel like doing too much, you could ignore them...
Title: foo_dumb
Post by: bigboo on 08 June, 2006, 04:57:49 PM
Hi!

I'm sure you already know everything about those file formats, but just in case I found some links describing them, and some mudules to download (yeah I really hope you'll add oktalyzer support in the next future!  There are some great tunes in this format.)


oktalyzer file format:
http://www.exotica.org.uk/tunes/formats/okt/Okt-form.txt (http://www.exotica.org.uk/tunes/formats/okt/Okt-form.txt)
http://jss.sourceforge.net/moddoc/okt-form.txt (http://jss.sourceforge.net/moddoc/okt-form.txt)

some .okt to download:
ftp://ftp.modland.com/pub/modules/Oktalyzer (http://ftp://ftp.modland.com/pub/modules/Oktalyzer)
http://www.exotica.org.uk/tunes/pages-full...-Oktalyzer.html (http://www.exotica.org.uk/tunes/pages-full/OKT-Oktalyzer.html)
http://oldschool.voodoofrog.com/downloads/songs/okt (http://oldschool.voodoofrog.com/downloads/songs/okt)



med/octamed file format:
http://www.exotica.org.uk/tunes/formats/med/mmd3_r6.txt (http://www.exotica.org.uk/tunes/formats/med/mmd3_r6.txt)

some .med to download:
http://www.aminet.net/search.php?path=mods/med (http://www.aminet.net/search.php?path=mods/med)
ftp://ftp.modland.com/pub/modules/OctaMED%20MMD0 (http://ftp://ftp.modland.com/pub/modules/OctaMED%20MMD0)
ftp://ftp.modland.com/pub/modules/OctaMED%20MMD1 (http://ftp://ftp.modland.com/pub/modules/OctaMED%20MMD1)
ftp://ftp.modland.com/pub/modules/OctaMED%20MMD2 (http://ftp://ftp.modland.com/pub/modules/OctaMED%20MMD2)
ftp://ftp.modland.com/pub/modules/OctaMED%20MMD3 (http://ftp://ftp.modland.com/pub/modules/OctaMED%20MMD3)
ftp://ftp.modland.com/pub/modules/OctaMED%20MMDC (http://ftp://ftp.modland.com/pub/modules/OctaMED%20MMDC)

EDIT:
I just found on http://dumb.sourceforge.net/ (http://dumb.sourceforge.net/) that a new version of the DUMB library (v 0.9.3) was released in 2005, with many bugfixes and speed optimisations, have you implemented them?
Title: foo_dumb
Post by: deus-ex on 09 June, 2006, 08:25:50 AM
EDIT:
I just found on http://dumb.sourceforge.net/ (http://dumb.sourceforge.net/) that a new version of the DUMB library (v 0.9.3) was released in 2005, with many bugfixes and speed optimisations, have you implemented them?

Wow, great find!

Current foo_dumb is based on  DUMB v0.9.2 CVS from 8-11-2003. Reading the whatsnew of Dumb the latest build sounds very promissing. Hopefully its not a big hassle for Kode54 to integrate it into foo_dumb as he did quite a lot modifications and additions to the code (all to the better). Then again this seems to come right at the spot as Kode54 planned to take a closer look on some code sections to improve loading times.


Regards,
deus-ex
Title: foo_dumb
Post by: rutra80 on 27 June, 2006, 01:44:27 PM
It seems that formats supported by foo_dumb are treated as lossy - when in Converter I set dithering to "only lossy sources", converted mods get dithered. Shouldn't they be treated as lossless files?
Title: foo_dumb
Post by: neptho on 24 August, 2006, 05:14:36 AM
First of all, thanks so much for foo_dumb, kode54, and all of you who have been giving him reports over the years.

I finally gave up my mac, and with that, my custom brew of mikmod.  I've never had it so good. 

I've also run into a few bizarre corner-case issues with specific files and foo_dumb.  The one that bothers me right now is 7SECOND.S3M (http://www.hydrogenaudio.org/forums/index.php?showtopic=47695).  As it ends, and fades, it seems to prematurely reset the fade and retrigger a final note.

I've never had a single other player do this.  (Note that I haven't even installed MPT to check for corruption - I'm still moving into this PC.)

Secondly, I just realized that (due somewhat to redundancy and mirrors of various sites), I have 17GB of MODs, weighing in at 55,004 files. 

I'll, uh.. try to go through and sort them - but the last time I did that, I did a full archival of (former) Walnut Creek, 3 months while unemployed.  After sorting them, we had a power outage, and my disks died.. so..

Oh, for anyone who likes to modify their information, the following is useful in the status bar (It won't be dynamically updated for the notification.    I take full responsibility for it being a horrible hack: I haven't bothered to learn the structure of foobar's display system.. I just know that it annoys me. ):

Code: [Select]
$if(%__mod_samples%,%__mod_channels%ch/%__mod_samples%smp)$if(%__mod_instruments%, %__mod_instruments%ins)$if(%__mod_orders%,' ['%__mod_dyn_speed%/%__mod_dyn_tempo%']'' '%__mod_dyn_order%/%__mod_orders% )
Title: foo_dumb
Post by: deus-ex on 24 August, 2006, 05:55:49 AM
Welcome neptho,
i'd like to point your attention to Modland (http://ftp://ftp.modland.com). 17GB of MODs sounds really nuts (in a positive notion  ), looks like you could provide quite a good share to the collection if you are hopefully willing. All files on Modland (http://ftp://ftp.modland.com) are freely accessible to everyone and it very probably holds some valueable stuff for you too.

Should you want to contribute i suggest you to create a folder with your name in the upload folder and upload your files there (not all at once ). If you could structure your uploads (eg. sorted by moduletype, artist ...) and provide some info in a simple textfile it would be really appreciated. Modland (http://ftp://ftp.modland.com) is a one-man project by Coma/Ex-3LE aka Daniel Johansson who maintaines it in his spare free time, hence we can lessen his burden a bit doing some homework. Usually this helps getting new uploads added to the collection sooner.

My Statusbar-Code (Foobar v0.9):
Code: [Select]
Format: $codec()', '
['Bitrate '%__bitrate%'kbps'[' ('%__bitrate_dynamic%'kbps)']', ']
[$channels()', ']
$if(%__bitrate%,['Samplerate '%__samplerate%'Hz, '],)
['Orders '[%__mod_dyn_order%'/']%__mod_orders%', ']
['Channels '$if(%__mod_dyn_channels%,%__mod_dyn_channels%' ('%__mod_dyn_channels_max%'), ',%__mod_channels%', ')]
$if(%_time_total%,%_time_elapsed%'/'%_time_total%,%_time_elapsed%)


Thank you and friendly regards,
deus-ex
Title: foo_dumb
Post by: neptho on 24 August, 2006, 07:49:44 AM
Modland (http://ftp://ftp.modland.com) is a one-man project by Coma/Ex-3LE aka Daniel Johansson who maintaines it in his spare free time, hence we can lessen his burden a bit doing some homework. Usually this helps getting new uploads added to the collection sooner.[/b]

I've just checked, and I have about 708MB of my gigs sorted by artist.. so, uh, hoboy.. that's quite a bit of work.  I do have nearly 3 redundant copies with my mess, though.. my personal collection, textfiles.com, and ModArchive.. and hornet throughout the mess..  I'm just glad disk space is cheap.

I'd offer to burn and send DVDs, but Sweden's a bit more than a couple bucks right now (and I'm temporarily trying to save every last penny until the next job..)  I might use ncftpput after I take a nap and send an artist or two when I go to bed.

I see you're not testing  %__mod_dyn_order% - is this globally exported?  What but modfiles would use this?  Sure, it'll just give you nothing with non-MODs, but still.. why have empty data?  Is there an easy way to test the plugin being used to just wrap all of this together, a bit more cleanly?  Tagz annoys me by it's power, and lack of clarity. 

I wasn't reading that properly.  Thanks for the shorthand!

Cheers!
Title: foo_dumb
Post by: deus-ex on 24 August, 2006, 01:29:07 PM
Thanks for the shorthand!
Welcome.

Quote
I might use ncftpput after I take a nap and send an artist or two when I go to bed.
That's what i wanted to express in the first place, just upload a couple files at once and wait until they get added to the collection. You can tell as your upload folder usually gets removed after clearing out. Those who contribute on a regulary basis (like me) have their folders permanently installed. Hopefully you become a regulary uploader as well.

Btw, besides the file allmods_yyyy-mm-dd.rar (RAR archive), located in the root folder, which holds information about all currently available files there is also a changelog_yyyy-mm-dd.txt available in the subfolder \pub\changelogs\. The allmods-archive (currently ~18MB unpacked) is created on a daily basis, the changelog only when changes to the database have taken place.
Title: foo_dumb
Post by: neptho on 24 August, 2006, 01:59:37 PM
That's what i wanted to express in the first place, just upload a couple files at once and wait until they get added to the collection.


Yum.  Crontabs.  I might have to make something quick and dirty to parse that and see what I have, and send stuff that I don't have.  Aeons ago I had written a simple util to dump the track info as an info for the zip.. but man, that was DOS..  Given that scheme (I saw that), I won't dump that MODArchive complete torrent I unpacked.  Maybe I'll skip ModArchive entirely.)

Anyhow, I've uploaded all of my 4mat collection.  Considered doing u4ia (I think I have the complete collection, even the extended '1993' release), but I think I'll try to keep in alphabetical order, rather than 'age' and 'style'.

FWIW, I ended up with this mess:

Code: [Select]
$codec(), [%__bitrate%kbps[ (%__bitrate_dynamic%kbps)]', ']
[%__mod_channels%ch[, (%__mod_samples%smp)][(, %__mod_instruments%ins)]' ']
[$channels()][$tab() ['spd: '%__mod_dyn_speed%'/']%__mod_dyn_tempo%', ']
['pat: '%__mod_dyn_order%'/'[%__mod_orders%]]$tab()
$if(%_time_total%,%_time_elapsed%'/'%_time_total%,%_time_elapsed%)


It's not DMP, but it will do.. oh, who am I kidding, I haven't seen DMP since 1994.  I can still create the fake volume bars in my mind, though. 

I just wish the notification system worked with dynamics.  Bah.  Bah, I say.
Title: foo_dumb
Post by: deus-ex on 24 August, 2006, 06:54:54 PM
Aeons ago I had written a simple util to dump the track info as an info for the zip.. but man, that was DOS..
Did it read out the sampletext info as well or just the titlestring, and what formats did it support? Maybe the tool is worth a look? I'm well experienced with DOS too.

Quote
It's not DMP, but it will do.. oh, who am I kidding, I haven't seen DMP since 1994.  I can still create the fake volume bars in my mind, though. 
You will get the chance to see good old DMP in action again soon (using DOSBox) if interested. Application uploads (some updated or enhanced)  to MODLANDs Player/Tracker section is in the preparations.
Title: foo_dumb
Post by: neptho on 26 August, 2006, 05:02:33 AM
Did it read out the sampletext info as well or just the titlestring, and what formats did it support? Maybe the tool is worth a look? I'm well experienced with DOS too.


It did MOD (16 + 31), STM, and AMF.  That's all we had at the time.  The code is long gone to the annals of time, though.

Quote
You will get the chance to see good old DMP in action again soon (using DOSBox) if interested. Application uploads (some updated or enhanced)  to MODLANDs Player/Tracker section is in the preparations.


Actually, I ended up making DOSBox work on the Mac just so I could watch CD2 again.. it was ALMOST worth it.  I then maintained it through January.. their new build doesn't even run (on PPC).  It crashes out after two seconds.  Oh well, can't maintain the world.. 
Title: foo_dumb
Post by: neptho on 26 August, 2006, 06:31:21 AM
Oops, I meant to edit, not reply.  Bah.

I have a problem, being that I have tons of mods, and if I add them as a media directory, foo_dumb wants to read them every time.. and only crash about 4 gigs through, and two hours later.

Of course, it shows no artist, so I can't sort by that, and no album (dur).. is there any possible way to sort this without creating a bajillion playlists?  I got around this in iTunes by converting my favorite MODs to MP3, and manually setting the tags, years, artist, et al.. but obviously I can't do that.

As far as a followup to read sampletext, have you considered contacting Robert Watson (ModArchive.com) to see if he'd share whatever his code is running there?  I spoke with him maybe three times, total, but he seemed quite affable.
Title: foo_dumb
Post by: TrNSZ on 26 August, 2006, 06:54:35 AM
[deleted]
Title: foo_dumb
Post by: neptho on 26 August, 2006, 07:48:49 AM
I debugged a similar problem by using SysInternals' FileMon (http://www.sysinternals.com/Utilities/Filemon.html) which you can leave running and it will tell you the last file DUMB was reading when it crashed.  Hopefully it is the same place each time and you can provide the file along with a crash dump to kode54.  Are you using Win2K by any chance?  Also, be aware that DUMB was recompiled on 8/21/06, be sure to test with the latest version.


The problem lies in that it takes at least two hours before it crashes, and by then, well, I had enough problems trying to track down a problem with an outdated MDAC problem with FileMon.. blasted threads!

The crash dump read like an Apple kernel crash dump - a thousand pounds of information following a register dump, and very little of it useful (to me).  Afraid I'm on XP SP2, and am using the latest revision.
Title: foo_dumb
Post by: TrNSZ on 26 August, 2006, 08:38:07 AM
[deleted]
Title: foo_dumb
Post by: neptho on 26 August, 2006, 03:34:40 PM
The crash dump, while not useful to you, is very useful to solving your problem.  It is also kept in your foobar2000 profile folder for later reference.  You can post it here in a code box.

I don't see how using FileMon is difficult.  It is incredibly easy.  You don't even have to be home to help debug this problem.

Start it up, press Control-L, and enter foobar2000.exe in the Include criteria.  Then start your process and go to sleep or to work or whatever.  You'll have the last file accessed, likely that caused the crash in Filemon when you get home, and a crashlog saved for the developers to use.


I've posted the failure here (http://www.hydrogenaudio.org/forums/index.php?showtopic=47749), zipped to save a bit of the 11M left for uploads. 

My biggest issue is trying to become reacclimated with Windows.  Other than passively supporting it, I've not dealt with it as a primary system since, sheesh, 1996.  I'm still a bit crusty getting around parts here and there.

Thanks for the primer in FileMon - I'll try again, but I kept having strange issues (Yes, I did download the 2K/XP version for Win32), since this is a core duo running XP Home.  It's probably due to some other issue this machine has - I only discovered that the MDAC components were corrupt yesterday.. and it's still nearly a 99% virgin install other than FireFox and foobar.

I'll try to get more information when I reload.

I did find this bizarre 'dupentry.txt' dumped in the foobar directory - despite having user profiles enabled; it's dated August 24th.. and I have no idea what this is about.  I've cleaned my foobar components since the dump (foo_pod doesn't work for me, etc..)

Code: [Select]
Two events on channel 0:  Event #1: 069 025 ... ...
  Event #2: 022 000 ... ...
Two events on channel 0:  Event #1: 022 000 ... ...
  Event #2: 022 000 ... ...
Two events on channel 0:  Event #1: 069 025 ... ...
  Event #2: 022 000 ... ...
Two events on channel 0:  Event #1: 022 000 ... ...
  Event #2: 022 000 ... ...
Title: foo_dumb
Post by: deus-ex on 29 August, 2006, 05:31:39 PM
2Kode54

Congrats for the recent update (incorporating DUMB v0.9.3). Loading of modules is tremendously faster now, enabling 'Trim silent patterns' doesn't noticeably slow down the process as before. Added support for ASYLUM modules (Crusader - No remorse/regret games) is very appreciated.


Today i ripped/found an module which raise some questions regarding replay accuracy:

Click3.xm (ripped from 64k intro 'Click3' by MAM):
Order 10, Channel 5,6: played ~wrong~
Order 14, Channel 13 : played ~wrong~ (also at Order 17-21), you should hear some modem sounds (Instrument #3)

I have tested every available DOS and Windos player/tracker at my hands. Except for three applications none reproduced the module as played in the 64k intro. Surprisingly even in Fasttracker2 (v2.09) it sounds wrong. The three applications which i found to replay the module as like the intro:The question is what is the cause, and is it actually a bug since FT2 is naturaly the reference?

An archive (RAR) containing the 64k intro, extracted XM-module and FMOD application can by downloaded here (http://rapidshare.de/files/31240710/deus-ex_-_Click3_module_replay_issue.rar.html).
Title: foo_dumb
Post by: alvaro84 on 30 August, 2006, 02:53:38 AM
2Kode54

Congrats for the recent update (incorporating DUMB v0.9.3). Loading of modules is tremendously faster now, enabling 'Trim silent patterns' doesn't noticeably slow down the process as before.


And the playback got faster, too  I have a module (ace_unrel.it downloaded from modarchive.com) that literally maxed out my good ol' tbred@2.25ghz before - the CPU usage of foobar2k was >95% when it used the most channels (185 or so according to the dynamic info) which is awfully slow in absolute terms and compared to the other modplayers. Now it's down to ~67%, which is a great improvement  (though it's still very slow compared to, for example, xmplay).
(settings: 48khz, cubic interpolation, logarithmic ramping, no loops, no tags, trim silent on, dynamic info on, no fade, chip-o matic active - some of them most probably don't affect replay CPU usage  I read out dynamic ifo for the status bar. The UI is coloumns UI 0.1.3. beta 1v4)

But I'm still happy that I can play my favourite mods in my favourite player (most of them are not that resource hog )
Title: foo_dumb
Post by: neptho on 31 August, 2006, 09:02:35 AM
(though it's still very slow compared to, for example, xmplay).


Considering that XMPlay is the author of bass, which is also used in the demo - I'd be quite inclined to state that the issue that was abused was that of BASS.  I hear where it shows the intro-noise in each channel, then 'hangs' until the next channel.  It shows 0xFF/256 patterns, and 're-loops', so it certainly has issues.  I haven't been able to dig into XMPlay to see what's 'going on', but I'm hardly an authority.
Title: foo_dumb
Post by: deus-ex on 19 September, 2006, 08:42:34 AM
Hello 'Silent coder' aka Kode54,

replay accuracy for Protracker 4Ch modules has decreased with (most probably) the latest release (v0.9.7.5). Uploaded examples (all by Jogeir Liljedahl) are accurately played with the last Foobar v0.8x version of foo_dumb (v0.9.6.3). I'm not going into detail here as one can easily hear after a few Orders/Patterns that something is sounding awfully wrong.

deus_ex_foo_dumb_v0_9_7_5_problem_modules.rar (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=2544)
Title: foo_dumb
Post by: kode54 on 19 September, 2006, 12:16:39 PM
Uploaded v0.9.8:

2006-09-19 15:05 UTC - kode54


And here are the changes I made back in June without posting a change log, since I was kind of hoping to add support for the other AMF, but never got around to it.

2006-06-16 19:10 UTC - kode54
2006-06-16 09:12 UTC - kode54
2006-06-15 21:23 UTC - kode54
2006-06-10 18:10 UTC - kode54
2006-06-09 16:48 UTC - kode54
2006-06-03 02:13 UTC - kode54
2006-06-02 22:06 UTC - kode54


Hello 'Silent coder' aka Kode54,

replay accuracy for Protracker 4Ch modules has decreased with (most probably) the latest release (v0.9.7.5). Uploaded examples (all by Jogeir Liljedahl) are accurately played with the last Foobar v0.8x version of foo_dumb (v0.9.6.3). I'm not going into detail here as one can easily hear after a few Orders/Patterns that something is sounding awfully wrong.

deus_ex_foo_dumb_v0_9_7_5_problem_modules.rar (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=2544)

These were broken by my changes to finetune handling, to support the finetune effect. Unfortunately, I made a minor mistake with the sample info reading, so finetune values in MOD greater than 3 or less than -4 were breaking. Not to mention that I was applying the finetune offset in the wrong place, in a way that was likely to break Amiga pitch slides.



Oh, and that hang on ty_house.mod, which is invalid anyway, was in foo_unpack_lha. I've fixed that as well, so its header parsing code is less likely to choke on invalid files that resemble LHA/LZH archives. (And even then, it was only because foo_dumb was passing the file through unpacker::g_open(), which is for transparently supporting renamed single-file archives. So, it's unlikely to trip on any other format, except maybe foo_gep's VGM input, which uses unpacker::g_open() to handle the gzip compression.)
Title: foo_dumb
Post by: vitos on 01 October, 2006, 02:35:49 PM
The F2k 0.8.3 version of this plugin had an option "Scan order list for subsongs". In current version there is no such option and subsongs are always extracted. Are there any particular reasons for it, kode54? APEv2 tagging doesn't work for subsongs, therefore applying replaygain is impossible in F2k 0.9. Older Foobar is still needed for such tasks...
Title: foo_dumb
Post by: kode54 on 02 October, 2006, 03:20:34 AM
I removed the option for consistency, since a full subsong scan doesn't usually require more than a single song length scan. Tagging is still a problem since I haven't devised a method of storing tags for multiple songs in the same file.
Title: foo_dumb
Post by: deus-ex on 02 October, 2006, 03:06:07 PM
Hi Kode54,
today i tried to play several DSM-modules with foo_dumb. I was under the impression you had added support for DSM modules released with the musicdisk 'Digital Psychosis' by the PC demo group Psychic Monks in 1994. It turned out i was wrong, you added support for its successor format which was part of the DSIK (Digital Sound Interface Kit) by Carlos Hasan.

I found one module which isn't accepted by foo_dumb, yet it is a valid DSIK DMS-module. It was an example tune of the DSIK v2.05 distribution. I uploaded the module to MODLAND, it can be downloaded here: song.dsm (http://ftp://ftp.modland.com/pub/modules/Digital%20Sound%20Interface%20Kit%20RIFF/-%20unknown/song.dsm). You might be interested to obtain the original DSIK Moduleplayer which handles the tune right. I provided the player to MODLAND as well, available here: DSIK RIFF Module Player v1.02 (http://ftp://ftp.modland.com/pub/players/DOS/DSIK%20RIFF%20Module%20Player%20v1.02.rar).

I added the DSM-Modules from the musicdisk to MODLAND too, accessable here: Digital Psychosis (http://ftp://ftp.modland.com/pub/modules/Digital%20Sound%20Interface%20Kit/Necros).
Title: foo_dumb
Post by: deus-ex on 06 October, 2006, 01:06:01 PM
*cough* Well...?
Title: foo_dumb
Post by: kode54 on 07 October, 2006, 12:36:34 AM
Uploaded v0.9.8.1:

2006-10-07 05:24 UTC - kode54
2006-10-07 03:42 UTC - kode54
2006-09-25 17:39 UTC - kode54
Title: foo_dumb
Post by: neptho on 11 October, 2006, 03:47:32 PM
Whoohoo! 

This is much faster, and incredibly delicious.  Thanks, kode54!

- n
Title: foo_dumb
Post by: deus-ex on 11 October, 2006, 11:06:03 PM
Here's a bunch of Screamtracker2 modules which foo_dumb refuses to load:

Screamtracker3 v3.21 is able to load all of them but three: Batdance.stm, Putup10.stm, Putup11.stm.
Screamtracker2 v2.21/2.24/2.30 loads them all and i resaved every module with ST2 (marked with a trailing '!').

Foo_dumb is able to load all resaved modules but one: Sw!.stm. I resaved Sw.stm with ST3 to Sw.s3m which in turn foo_dumb is able to load.

Some of the refused STM-modules are accepted by foo_dumb (and ST3 as well) by changing their header at offset 1C from 0x02 to 0x1A (Putup10.stm, Putup11.stm) and offset 1C from 0x1B to 0x1A (Batdance.stm).

deus-ex - problem stm-modules.rar (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=2601)
Title: foo_dumb
Post by: kode54 on 12 October, 2006, 01:59:25 AM
Uploaded a new version without bumping the version number because I don't feel like it.

2006-10-12 06:28 UTC - kode54
2006-10-08 03:51 UTC - kode54
Please note that Boom.stm and Bro.stm are both truncated and therefore broken. Although Bro.stm is less broken since it's only missing 8 bytes from the last sample, while Boom.stm is missing a good portion of the second to last sample, and all of the last sample.
Title: foo_dumb
Post by: deus-ex on 12 October, 2006, 09:43:05 AM
Is it a necessity to refuse broken Boom.stm and Bro.stm? Would allowing these to load break something else in foo_dumb or did you decide against it in favour of stability and security? I'm asking because every other application supporting STM-modules that i have tried did load these without stability issues, e.g. Screamtracker2, Screamtracker3, Schismtracker, BeroTracker Impulse, OpenModplugTracker.

Note: With the current update foo_dumb chokes on the resaved Acidlamb!.stm while it plays the original Acidlamb.stm just fine.
Title: foo_dumb
Post by: kode54 on 14 October, 2006, 05:48:23 AM
Is it a necessity to refuse broken Boom.stm and Bro.stm? Would allowing these to load break something else in foo_dumb or did you decide against it in favour of stability and security? I'm asking because every other application supporting STM-modules that i have tried did load these without stability issues, e.g. Screamtracker2, Screamtracker3, Schismtracker, BeroTracker Impulse, OpenModplugTracker.

It's not so much stability issues as that the files will not play as originally intended. While Bro.stm may not sound far off with eight samples missing from a one-shot sample, Boom.stm is missing a whole sample. Strangely, I can only find this file in some obscure format, but not STM.

Note: With the current update foo_dumb chokes on the resaved Acidlamb!.stm while it plays the original Acidlamb.stm just fine.

Both work here.

I just uploaded another version, this time to fix a minor issue with pattern loops, which would break length probing of any file that had a pattern loop start on the first row of the first order of the song, but reset the loop start position on a later row before actually executing a loop. (Belfastu.it)
Title: foo_dumb
Post by: deus-ex on 14 October, 2006, 12:38:21 PM
Strangely, I can only find this file in some obscure format, but not STM.

Where, please?

Quote
Note: With the current update foo_dumb chokes on the resaved Acidlamb!.stm while it plays the original Acidlamb.stm just fine.

Both work here.

Yes, but Acidlamb!.stm plays out of rhythm. Happens also with latest update.
Title: foo_dumb
Post by: kode54 on 14 October, 2006, 02:50:15 PM
Yes, but Acidlamb!.stm plays out of rhythm. Happens also with latest update.

I didn't really check that one until you mentioned the problem. Whatever originally created it marked several samples as non-existent by setting their default volume to zero, and whatever you used to resave it didn't catch that. So, the sample data shifted around to fill in the non-existing samples, and the missing data at the end was presumably filled in with silence. So, another broken file.
Title: foo_dumb
Post by: deus-ex on 14 October, 2006, 03:30:22 PM
... and whatever you used to resave it didn't catch that.

Screamtracker2 v2.30.


And once more:
Quote
Strangely, I can only find this file in some obscure format, but not STM.

Where can i access that file to take a look at it?
Title: foo_dumb
Post by: deus-ex on 31 October, 2006, 05:01:47 PM
jumping under trees.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Manwe/jumping%20under%20trees.it) : Order 00, Channel 04, a Trumpet falsely plays until the end of Order 05 (a forgotten virtual channel?) when it should have been silenced at the end of Order 00.

Foo_dumb v0.9.8.1/Foobar2000 crashes when trying to load this (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=2634) Impulsetracker (v2.07) module.


Strangely, I can only find this file in some obscure format, but not STM.

You still haven't answered where can i access that file (obscure format of Boom.stm).
Title: foo_dumb
Post by: kode54 on 31 October, 2006, 08:01:40 PM
jumping under trees.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Manwe/jumping%20under%20trees.it) : Order 00, Channel 04, a Trumpet falsely plays until the end of Order 05 (a forgotten virtual channel?) when it should have been silenced at the end of Order 00.

The note is cut off by a note which references an instrument using an invalid/non-existent sample. This should cut off the note now.

Foo_dumb v0.9.8.1/Foobar2000 crashes when trying to load this (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=2634) Impulsetracker (v2.07) module.

This file references a zero-length sample, which DUMB in turn sets to a sample rate of 0. A change I made a long time ago in the code above may have had something to do with this crashing, as the zero-sample-rate note managed to get all the way to the resampler, which crashed dividing by zero. Even if a sample like that manages to get so far in the future, it won't make it far enough to crash.

I also took the liberty of bumping the version number a bit again, since I've accumulated so many random bug fixes since the last version bump. Woot.

Strangely, I can only find this file in some obscure format, but not STM.

You still haven't answered where can i access that file (obscure format of Boom.stm).

You can find the file at this page (http://www.zxdemo.org/author.php?id=194), but I have no idea what format it is, or how to play it.
Title: foo_dumb
Post by: rutra80 on 31 October, 2006, 08:26:46 PM
Strangely, I can only find this file in some obscure format, but not STM.

You still haven't answered where can i access that file (obscure format of Boom.stm).

You can find the file at this page (http://www.zxdemo.org/author.php?id=194), but I have no idea what format it is, or how to play it.

You mean Boom1MusicAntP.asc? It's an ASC Sound Master file, you can play it with AY Emul (http://bulba.at.kz/emulator_e.htm).
Title: foo_dumb
Post by: deus-ex on 04 November, 2006, 11:30:44 AM
Current foo_dumb fails to load if asked twice.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Reed/if%20asked%20twice.mod) which used to work previously.
Title: foo_dumb
Post by: neptho on 08 December, 2006, 07:04:13 AM
Elemental Warriors, one of the few timeless (memorable) 669s, by Kenny Chou (C.C. Catch).

With the most recent foo_dumb 11/1/06, volume ramping/porta is just wrong.  Noticable in the intro, as well as breakdowns (pattern 17 for example) - sorry, but I'm not capable of running COMPOSR669 to get an exact dump. 

Elemental Warriors 669 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=2758)
Title: foo_dumb
Post by: Sobaboy on 08 December, 2006, 06:01:56 PM
I am finding ImpulseTracker Modules showing up as v2.16. Most sound fine, but I am finding some that sound wrong in that some samples aren't playing for are being limited to higher frequencies only.

One example would be ""neotone note" by krii & distance (http://ftp://mirror.support.nl/pub/mono/modsoulbrother/tokyo-dawn/tokyo176.zip)" and another would be "only for you (friday mix)" by krii and wesi (http://ftp://mirror.support.nl/pub/mono/modsoulbrother/tokyo-dawn/tokyo122.zip)

Core (2006-11-25 08:21:34)
    foobar2000 core 0.9.4.2
foo_dumb.dll (2006-10-31 16:52:52)
    DUMB module decoder 0.9.8.2

EDIT: changed links to files that work as is.
Title: foo_dumb
Post by: neptho on 14 December, 2006, 07:50:02 PM
Another Impulse Tracker issue with latest foo_dumb, foobar2000 0.9.4.2 combo: Child of Space (http://www.modarchive.com/cgi-bin/download.cgi/X/x_child.it) causes foo_dumb to die on load; I just loaded it OK into IT.

Soba, there's a long history of Impulse Tracker's 'random changes without documentation' that Lim has done.. if they're all identifying as 2.16, it's going to be using the 'very latest and greatest' changes, when if it's an older mod format and is corrupt, or was loaded, then subsequently saved in the new format, it will experience exactly these issues.

By coincidence, I've just been going through TextFiles' (http://www.textfiles.com/artscene/music/mods/IT/) .ITs, and can happily report that it is showing them as the proper release.
Title: foo_dumb
Post by: deus-ex on 15 December, 2006, 05:11:31 PM
Nowhere.it (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/modules/Impulsetracker/Ballistique/nowhere%20-%20ballistique%20'96.it) by Ballistique crashes Foo_Dumb, used to work previously.
Title: foo_dumb
Post by: neptho on 16 December, 2006, 01:26:07 PM
...used to work previously.


Hey Deus!

I haven't forgotten about uploading more stuff.. I'm just in another country and the internet is pretty sketchy.  I'll setup my system to try to upload more as time permits.

Kode54, thanks again for foo_dumb!
Title: foo_dumb
Post by: deus-ex on 16 December, 2006, 02:22:40 PM
I haven't forgotten about uploading more stuff.. I'm just in another country and the internet is pretty sketchy.  I'll setup my system to try to upload more as time permits.

Hy neptho.

That's good to hear. I feared you had lost interest since it took quite a (unusual) long time for Coma to add your first upload. It happened that he was very occupied with his job at that time, but things have calmed down meanwhile.
Title: foo_dumb
Post by: Deewiant on 16 December, 2006, 02:58:57 PM
Here are the files in the Mod Archive's end-of-year-2006 update ZIP which don't load in foo_dumb:

new.zip (http://fileho.com/download/6589de302253/new.zip.html), 734 KiB, 20 .xm and 1 .s3m

And here are the ones which I've reported earlier, but still aren't fixed nor have received comment, just in case they've been forgotten about:

it.zip (http://fileho.com/download/0dca6e217170/it.zip.html), 1.40 MiB, 3 files
s3m.zip (http://fileho.com/download/4539a7711454/s3m.zip.html), 3.64 MiB, 17 files
xm.zip (http://fileho.com/download/95b711691081/xm.zip.html), 7.08 MiB, 14 files

In addition to that, are there any plans on supporting the sample compression used in some Impulse Tracker files in foo_dumb? (I've reported issa.it and sj-kboar.it as problematic due to this lack.)

P.S. http://kode54.foobar2000.org/ (http://kode54.foobar2000.org/) doesn't list STM in foo_dumb's supported extensions list.
Title: foo_dumb
Post by: deus-ex on 15 January, 2007, 05:24:14 AM
Foo_Dumb refuses to load the module egx-205.xm (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/modules/Fasttracker%202/Kami/egx-205.xm) as beeing corrupted. When resaving this SkaleTracker XM-module with Fasttracker2 it is accepted by Foo_Dumb. XMPlay and MilkyTracker handle the SkaleTracker version fine, though.

Issues reported in Posts #186, #187, #188, #189, #190 and #193 yet remain unsolved/unanswered.
Title: foo_dumb
Post by: Slotos on 16 January, 2007, 04:35:50 AM
2.it (http://fileho.com/download/b2e43a183465/2.it.html)

foo_dumb detects two subsongs instead of single song. Probably due to empty pattern.
Title: foo_dumb
Post by: kode54 on 24 January, 2007, 10:57:13 AM
2007-01-24 09:37 UTC - kode542007-01-24 08:34 UTC - kode542007-01-23 17:42 UTC - kode542007-01-22 16:40 UTC - kode542007-01-21 19:47 UTC - kode542007-01-21 17:43 UTC - kode542007-01-21 14:21 UTC - kode542006-12-26 06:41 UTC - kode54 (Woot, stealth update)
Current foo_dumb fails to load if asked twice.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Reed/if%20asked%20twice.mod) which used to work previously.

Oops, the new 669 signature check was passing on this file, then the respective loader failed, but the top level load function wasn't resetting the file pointer to the start before passing it to the MOD loader.

Elemental Warriors, one of the few timeless (memorable) 669s, by Kenny Chou (C.C. Catch).

With the most recent foo_dumb 11/1/06, volume ramping/porta is just wrong.  Noticable in the intro, as well as breakdowns (pattern 17 for example) - sorry, but I'm not capable of running COMPOSR669 to get an exact dump. 

Elemental Warriors 669 (http://www.hydrogenaudio.org/forums/index.php?act=Attach&type=post&id=2758)

Effects were completely broken, in fact. I finally dug up a copy of Composer 669, and while it's not the last version released, the document does explain how effects work. Basically, one effect command runs until a new note or effect command is triggered. I also found a file which stopped portamento by issuing another portamento command with a value of zero, so that's another feature. Fixed portamento up and down also seem to be at half the speed of MOD/XM/IT/etc, at least judging from order 18 of Flux/sober.669. Fun stuff.


I am finding ImpulseTracker Modules showing up as v2.16. Most sound fine, but I am finding some that sound wrong in that some samples aren't playing for are being limited to higher frequencies only.

They show up as the format version number saved in the file. If you want the version of the tracker that saved the file, check the tech info.

As for the samples, it was a problem with the loader, which assumed compression plus delta encoding was only used by 2.15, and always enabled. Judging from these files, it would seem that newer versions can save samples like this, and marks them with an extra bit in the conversion flags. ModPlug, or at least Open ModPlug, appears to lack the code to produce IT 2.xx compressed samples, so it wasn't used to produce the samples as far as I know.

Another Impulse Tracker issue with latest foo_dumb, foobar2000 0.9.4.2 combo

Nowhere.it (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/modules/Impulsetracker/Ballistique/nowhere%20-%20ballistique%20'96.it) by Ballistique crashes Foo_Dumb, used to work previously.


Owned by illegal instrument number in pattern data. The code which handles instrument pitch pan wasn't checking that the instrument selected by the current channel was valid, so when pattern data contained values greater than the number of instruments present in the file, or perhaps missing instruments between the valid ones, it would crash. This code was also present in DUMB 0.9.2 and perhaps older versions, so I'm surprised it didn't show up sooner than a month ago. Speaking of which, I had a crash log from a friend, which was quite useful in locating the exact function, but I sat on it for a month. Meh.

Here are the files in the Mod Archive's end-of-year-2006 update ZIP which don't load in foo_dumb:

Oops, waited too long for these and they've been removed.

In addition to that, are there any plans on supporting the sample compression used in some Impulse Tracker files in foo_dumb? (I've reported issa.it and sj-kboar.it as problematic due to this lack.)

This is probably covered by the above sample compression fix.

P.S. http://kode54.foobar2000.org/ (http://kode54.foobar2000.org/) doesn't list STM in foo_dumb's supported extensions list.

Oops, forgot to add this, as well as J2B, DSM, and ASYLUM AMF.

Foo_Dumb refuses to load the module egx-205.xm (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/modules/Fasttracker%202/Kami/egx-205.xm) as beeing corrupted. When resaving this SkaleTracker XM-module with Fasttracker2 it is accepted by Foo_Dumb. XMPlay and MilkyTracker handle the SkaleTracker version fine, though.

The sample header length field in the instrument header is supposed to contain 0x28, the fixed size of a sample header block. Instead, it contains 0xD6, the number of bytes remaining in the instrument header, including the length field. Oh well, the XM reader indicates that there have been files with zero in this field even in proper samples, so I've taken to ignoring it completely.

Issues reported in Posts #186, #187, #188, #189, #190 and #193 yet remain unsolved/unanswered.

No, I don't put things off for days, weeks, months, while I let video games demolish my abundant free time. No, sir.
Title: foo_dumb
Post by: ExUser on 24 January, 2007, 12:29:39 PM
Awesome! Thanks, kode54.
Title: foo_dumb
Post by: deus-ex on 24 January, 2007, 04:50:15 PM
Ahh, finally. That was a long dry road till the next relase.

Just today it happened that i played mirage.it (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/mirage.it) by Chris Jarvis after a long time again and noticed that beginning at Order 23 there is a sample which continues to play during the following Orders when it shouldn't. I just rechecked with the current release, the issue still remains.


I finally dug up a copy of Composer 669, and while it's not the last version released, the document does explain how effects work.

I have uploaded the most recent versions i was able to find of every important Tracker/Player for DOS and Windows platforms to MODLAND. All were repacked to RAR, with useless stuff not belonging to the application  removed (e.g. obsolete Board addvertisment).
For instance, Composer v1.3 is available here (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/trackers/DOS/Composer%20669/Composer%20669%20v1.3.rar).

As for format documentations, i gathered a well of documents with an eye on most recent versions as well.
Composer 669 format descriptions: 1. (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/documents/format_documentation/Composer%20669%20(.669).txt) and 2. (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/documents/format_documentation/Composer%20669,%20Unis%20669%20(.669).txt)


I don't put things off for days, weeks, months, while I let video games demolish my abundant free time. No, sir.
Hahaha, no problem, sir. Well deserved. 
Title: foo_dumb
Post by: kode54 on 26 January, 2007, 07:20:59 PM
Ahh, finally. That was a long dry road till the next relase.

And now another quick release!

2007-01-26 23:42 UTC - kode54
Just today it happened that i played mirage.it (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/modules/Impulsetracker/Chris%20Jarvis/mirage.it) by Chris Jarvis after a long time again and noticed that beginning at Order 23 there is a sample which continues to play during the following Orders when it shouldn't. I just rechecked with the current release, the issue still remains.

Thanks for spotting this. The issue stood with the S70-S72 background note cut/off/fade effects, which were triggering before the notes they were paired with, so they would miss the last foreground note to play before the effect. The hanging notes just happened to have their envelopes turned off.

I have uploaded the most recent versions i was able to find of every important Tracker/Player for DOS and Windows platforms to MODLAND. All were repacked to RAR, with useless stuff not belonging to the application  removed (e.g. obsolete Board addvertisment).
For instance, Composer v1.3 is available here (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/trackers/DOS/Composer%20669/Composer%20669%20v1.3.rar).

Yeah, thanks.  I kind of just used Google instead of checking modland. Mainly because I wasn't aware of their collection of trackers, or the speedy mirror.

As for format documentations, i gathered a well of documents with an eye on most recent versions as well.
Composer 669 format descriptions: 1. (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/documents/format_documentation/Composer%20669%20(.669).txt) and 2. (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/documents/format_documentation/Composer%20669,%20Unis%20669%20(.669).txt)

Yeah, that second document is bundled with Composer 669. The first one isn't so useful, and is even misleading, suggesting that the effects are directly mapped from Protracker. I'm not sure of any players which handle the effect on/off behavior correctly. Even Impulse Tracker fails at perfect effects conversion, but then at least it tries to repeat the effects within patterns. Catching effects which run across pattern boundaries would require extra processing, and pattern duping for any reused patterns which are altered for effects. And then there's portamento up and down, which either have a different sensitivity, or don't run on the same number of ticks per row, or something. Hmm...

I don't put things off for days, weeks, months, while I let video games demolish my abundant free time. No, sir.
Hahaha, no problem, sir. Well deserved. 

I'll try not to lag behind so much, although I can't guarantee anything even with abundant free time. Sometimes I'm inspired to actually fix things, or better yet, implement new features, or optimize old features.
Title: foo_dumb
Post by: mister_tee on 27 January, 2007, 06:18:01 AM
Just a small question to a "newbie" like me:
Is it possible to implement the tfmx modules within this plugin? 

I searched through the whole foobar forum and couldn't find any relating thread. I know that there was an tfmx plugin for the old foobar 8.? version. 
Title: foo_dumb
Post by: Deewiant on 27 January, 2007, 07:05:38 AM

Here are the files in the Mod Archive's end-of-year-2006 update ZIP which don't load in foo_dumb:

Oops, waited too long for these and they've been removed.


Didn't recheck with the new version of foo_dumb; here are the same archives as last time, for now:

http://rapidshare.com/files/13616026/new.zip.html (http://rapidshare.com/files/13616026/new.zip.html)

http://rapidshare.com/files/13615522/it.zip.html (http://rapidshare.com/files/13615522/it.zip.html)
http://rapidshare.com/files/13615748/s3m.zip.html (http://rapidshare.com/files/13615748/s3m.zip.html)
http://rapidshare.com/files/13615948/xm.zip.html (http://rapidshare.com/files/13615948/xm.zip.html)
Title: foo_dumb
Post by: kode54 on 28 February, 2007, 10:51:59 AM
I just uploaded a new version which deals with many of these files. Some of the files are broken, or need other work to read, and I'll get around to fixing them. For instance, jm-romance.it reports its comment too long, which would cause it to overread into one of the instrument headers.
Title: foo_dumb
Post by: elpres on 04 March, 2007, 04:05:47 PM
I've found a module that is played back with a distortion:

http://www.modarchive.com/cgi-bin/download.cgi/R/river.it (http://www.modarchive.com/cgi-bin/download.cgi/R/river.it)

Seek to ~3:15 and pay attention to the right channel, there's a buzz that repeats a couple of times every 5 seconds.

Nice plugin, btw, thanks for writing it
Title: foo_dumb
Post by: Xtense on 26 March, 2007, 04:15:26 PM
Hey, thanks for this great plugin! I've found that this is the only plugin capable of reconstructing IT's lowpass filters 1:1 (not even BASS can do it! Check this tune (http://modules.pl/modules/xtense/Xtense%20-%20Jest%20super.zip) (sorry for self-promotion, but it's the only tune excessively using IT filters i know of  )).

With that, I'd like to ask a question - would it be possible for You to communicate with DUMB's creator to check if he'd like the patches you've made and commit them to the original DUMB source, OR to get the source for this plugin? I'm in the process of creating a musicdisk (http://en.wikipedia.org/wiki/Musicdisk) which uses DUMB, and would absolutely love every little optimisation and quality processing i could get my hands on (and I've noticed that You have made a lot of them  ) .

Also, sorry for my terrible english, it's not very polished  .
Title: foo_dumb
Post by: ssjkakaroto on 28 March, 2007, 01:31:47 PM
kode54 do you plan on adding MO3 support on foo_dumb?

TIA
Title: foo_dumb
Post by: Deewiant on 06 July, 2007, 05:03:45 AM
Every .MOD except for the first two in this file (http://www.mirsoft.info/gmb/music_info.php?id_ele=NzYz) cause foobar2000 to crash hard as soon as they start playing.
Title: foo_dumb
Post by: GenjuroXL on 06 July, 2007, 09:35:11 AM
Every .MOD except for the first two in this file (http://www.mirsoft.info/gmb/music_info.php?id_ele=NzYz) cause foobar2000 to crash hard as soon as they start playing.


Those files play fine here using foo_dumb 0.9.8.4.
Btw, foo_dumb can play the original .PSM files from the game, might be worth a try

Edit: Apparently the game is available as a legal download. More info here: http://www.omf.com/faq/misc.html (http://www.omf.com/faq/misc.html)
Title: foo_dumb
Post by: Deewiant on 07 July, 2007, 01:40:48 PM

Every .MOD except for the first two in this file (http://www.mirsoft.info/gmb/music_info.php?id_ele=NzYz) cause foobar2000 to crash hard as soon as they start playing.


Those files play fine here using foo_dumb 0.9.8.4.

Redownloaded the latest foo_dumb just in case, but nope, they still crash every time. I don't even get a crash dump.

Did some testing, and I figured out why: it was due to foo_info_samurize. Don't know the details, but I don't even use it any more so I can just remove it and that's that.

Thanks for the quick reply.

Quote
Btw, foo_dumb can play the original .PSM files from the game, might be worth a try

Edit: Apparently the game is available as a legal download. More info here: http://www.omf.com/faq/misc.html (http://www.omf.com/faq/misc.html)

I'll see if they sound any different. I already own the game, no need to download.
Title: foo_dumb
Post by: GenjuroXL on 08 July, 2007, 02:56:43 AM
The PSM files should sound exactly like they do in the game. If they sound different from the (original?) MOD versions then Epic screwed up the conversion
Title: foo_dumb
Post by: OddbOd on 29 July, 2007, 02:47:31 PM
DSM files from the Digital Psychosis MusicDisk (http://ftp://ftp.scene.org/mirrors/hornet/music/disks/1994/digital.zip) by The Psychic Monks are not recognised by DUMB, presumably there is more than one DSM file format but lacking any other examples I can't say for certain. ModPlug and MikMod also fail on these files despite claiming to support the DSM format. It's no big deal if this rather obscure format can't or won't be supported as MilkyTracker (http://www.milkytracker.net/) can be used to convert them into XMs.
Title: foo_dumb
Post by: Deewiant on 08 August, 2007, 07:17:58 AM
I finally went through the 2007 snapshot of the Mod Archive (including the addendum), so here are the files that foo_dumb barfs on in one way or another.

The following cause foo_dumb to crash on trying to load them:

All of the following have one or more subsongs of length 2:00:00, and don't seem like they should.

"Trim silent patterns" means the song just becomes silence after a while. A time is my approximation of when the song should end (minutes:seconds).

The rest have one or more subsongs of length "?". The only exception are dan-dtth.xm and eu-dance.xm, which have no working subsongs, but 36 with a length of "?".

Files grouped together appear to be practically identical.

Interestingly, all are .xms...

As an aside, is there any hope for foo_ahx? Apparently it was made by you "for testing along with 0.9b" but it's gone from the 'Net. Is it abandoned, or will it arrive some day, perhaps merged into foo_dumb?

Fix the above, get AHX, HVL, and MED support and foo_dumb can play the whole Mod Archive.

(Well, we'd still need a foo_unpack_xpk and a foo_unpack_pp20, but at least the unarchived files would play.)
Title: foo_dumb
Post by: Suhamer on 25 March, 2008, 12:30:17 AM
Quote
foo_adplug could lead to some considerable work on adplug itself, namely multi-instance safety, and I think maybe it needs proper file reader support as well.
Question is if it still is maintained. Simon, the Adplug author, mentioned that the foobar version of Adplug would need further improvement (he is not involved with the foobar port). Then again the recent update of Adplug still doesn't support all fileversions of the a2m-format (Adlibtracker2) although the sourcecode for a loader supporting all fileversions is included with all Adlibtracker2 distributions. The last fileversion which introduced a different compression algorhythm and support for instrument macros was released in 2001.

Adlib Tracker II homepage: http://www.adlibtracker.net (http://www.adlibtracker.net)

I may look into this later, if nobody else starts on it.


Any chance of this happening still?

Especially since there has been a new release of AdPlug since then that was almost a year ago.
Title: foo_dumb
Post by: alvaro84 on 30 June, 2008, 01:41:17 PM
Kode54, I saw that foo_dumb got updated a few days ago. What are the changes?
Thanks in advance.
Title: foo_dumb
Post by: kode54 on 30 June, 2008, 03:18:15 PM
Bug fix for XM using invalid instrument number with invalid key triggering key off, or something like that. The one file that triggered it didn't like to crash regularly either.
Title: foo_dumb
Post by: Firehawk on 13 October, 2008, 09:19:22 PM
Is there any way to add an artist tag to s3m files?
It seems credits are usually done by naming the samples, so I was wondering if there is (or could be) an artist tag.
Title: foo_dumb
Post by: kode54 on 14 October, 2008, 12:51:58 AM
Is there any way to add an artist tag to s3m files?
It seems credits are usually done by naming the samples, so I was wondering if there is (or could be) an artist tag.

You can enable writing APE tags for artist and any other tag type, but it will only work if the file doesn't have multiple subsongs.
Title: foo_dumb
Post by: Firehawk on 14 October, 2008, 09:51:57 AM
uh, thanks. too bad most of my files have subsongs
Title: foo_dumb
Post by: deus-ex on 02 November, 2008, 03:17:03 PM
Latest Foo_Dumb from Oct 30 2008 doesn't provide a propper listing of the instrument/sample info anymore. It reports these as one continuous string without line breaks.
Title: foo_dumb
Post by: Lyx on 02 November, 2008, 03:41:58 PM
Latest Foo_Dumb from Oct 30 2008 doesn't provide a propper listing of the instrument/sample info anymore. It reports these as one continuous string without line breaks.

This was changed intentionally to be consistent with how other multivalue fields work. Formatting samples now works the same way as other multivalue fields work.

Hint:
$meta_sep(samples,$crlf())
Title: foo_dumb
Post by: kode54 on 02 November, 2008, 06:16:42 PM

Latest Foo_Dumb from Oct 30 2008 doesn't provide a propper listing of the instrument/sample info anymore. It reports these as one continuous string without line breaks.

This was changed intentionally to be consistent with how other multivalue fields work. Formatting samples now works the same way as other multivalue fields work.

Hint:
$meta_sep(samples,$crlf())


All to make using a text info panel more useful, while making the properties dialog less useful for the same purpose. Boo, sucks.
Title: foo_dumb
Post by: deus-ex on 03 November, 2008, 11:16:21 AM
All to make using a text info panel more useful, while making the properties dialog less useful for the same purpose. Boo, sucks.

Would it be possible for you to make this a configurable item so users may have the freedom to pick one behaviour with respect to their personal foobar2000 environment and preferences?

Many thanks in advance for taking into consideration.
Title: foo_dumb
Post by: Borisz on 04 November, 2008, 08:34:33 PM
All to make using a text info panel more useful, while making the properties dialog less useful for the same purpose. Boo, sucks.

Would it be possible for you to make this a configurable item so users may have the freedom to pick one behaviour with respect to their personal foobar2000 environment and preferences?

Many thanks in advance for taking into consideration.

I wanted to suggest this also but didnt want to bump that other thread.

edit: also, an option to remove the end-of-line markers, and one so that empty lines are displayed as well. (many used this as a sort of text formatting)
Title: foo_dumb
Post by: gnozal on 08 November, 2008, 03:41:41 AM
Hi Kode54,

I think foo_dumb has a problem with the module 'Lady E' from 'hanhisuanto'. It plays ok until the 2/3rd of its length and after it's only noise. XMPlay plays it correctly to the end.

I am using latest Foo_Dumb from Oct 30 2008 with foobar2000 v0.956 on Win XP sp2.
Link to Lady.it : http://modarchive.org/data/downloads.php?m...d=47265#lady.it (http://modarchive.org/data/downloads.php?moduleid=47265#lady.it)

Thanks for your time.
Title: foo_dumb
Post by: kode54 on 08 November, 2008, 05:29:25 PM
Hi Kode54,

I think foo_dumb has a problem with the module 'Lady E' from 'hanhisuanto'. It plays ok until the 2/3rd of its length and after it's only noise. XMPlay plays it correctly to the end.

I am using latest Foo_Dumb from Oct 30 2008 with foobar2000 v0.956 on Win XP sp2.
Link to Lady.it : http://modarchive.org/data/downloads.php?m...d=47265#lady.it (http://modarchive.org/data/downloads.php?moduleid=47265#lady.it)

Thanks for your time.

ReplayGain scan shows a peak of 2.578578, so it will clip and distort audibly without the Advanced Limiter DSP enabled, or ReplayGain scanning/tagging. XMPlay probably has automatic gain control enabled and will scale down as the file gets louder.
Title: foo_dumb
Post by: gnozal on 11 November, 2008, 02:34:49 AM
ReplayGain scan shows a peak of 2.578578, so it will clip and distort audibly without the Advanced Limiter DSP enabled, or ReplayGain scanning/tagging. XMPlay probably has automatic gain control enabled and will scale down as the file gets louder.
Thanks for the tip.
I tried 'Advanced Limiter' in 'DSP Manager' and/or 'prevent clipping ...' in 'ReplayGain'
but it doesn't help much. I tried Modplug and it also plays it right.
Is there a more efficient clipping prevention component ?
Title: foo_dumb
Post by: zencd on 20 January, 2009, 06:40:42 AM
Dynamic variables %__mod_dyn_speed% and %__mod_dyn_tempo% doesn't work for me. A question sign shown instead :-\

Help please! (Or tell what a player shows that property dynamically.)

But %__mod_channels% works.

Versions: foobar2000 0.9.5.6 + foo_dumb 0.9.8.4
I tried various *.xm and *.mod files.
Title: foo_dumb
Post by: deus-ex on 20 January, 2009, 02:41:36 PM
Dynamic variables %__mod_dyn_speed% and %__mod_dyn_tempo% doesn't work for me. A question sign shown instead :-\

Help please! (Or tell what a player shows that property dynamically.)

But %__mod_channels% works.

Versions: foobar2000 0.9.5.6 + foo_dumb 0.9.8.4
I tried various *.xm and *.mod files.

You need to check Dynamic song position info in foo_dumbs configuration screen.
Title: foo_dumb
Post by: zencd on 20 January, 2009, 06:54:53 PM
Thank you very much! Foobar works like none other player now.
Title: foo_dumb
Post by: Axon on 14 August, 2009, 08:59:38 PM
Is there any possibility of removing the limitation on writing APEv2 tags only on files with one subsong? I'm trying to import a bunch of XMs and ITs into my studiously tagged and ReplayGain'd collection, and the odd multi-subsong track is throwing stuff off.

Excellent work btw!
Title: foo_dumb
Post by: kode54 on 31 August, 2009, 03:47:24 AM
Sorry, I didn't get around to making multi-song files taggable yet, but I did add support for MO3. It requires unmo3.exe somewhere in the system path to unpack the files, which can be downloaded here (http://www.un4seen.com/mo3.html).
Title: foo_dumb
Post by: Nahkranoth on 31 August, 2009, 06:22:40 AM
Thanks for MO3! Been waiting for this
[EDIT] It can't handle MO3 with subsongs correctly, only the first one is played.
Title: foo_dumb
Post by: Nahkranoth on 31 August, 2009, 05:45:23 PM
Strange, but on other pc it works correctly.
Title: foo_dumb
Post by: kode54 on 12 October, 2009, 01:19:17 PM
I rewrote the MO3 support to use the bundled unmo3.dll instead of unmo3.exe, which is much safer and cleaner. I also implemented support for DSMI AMF files, completing the AMF extension as far as modules are concerned.
Title: foo_dumb
Post by: deus-ex on 12 October, 2009, 01:42:35 PM
Kode54,  though as much as I like to use your plugin the last releases give me hard times due to the modification of how sample data gets listed without line breaks. It renders the sample window area of Foo_Infobox.dll useless, same is true for the built-in properties dialog of foobar2000.

I tried to make use of $meta_sep(samples,$crlf()) as was hinted by a user but that seems to be only an option usable in playlists and certain configurable strings of foobar2000 itself, it doesn't work for hardcoded strings of plugins. So I'd like to request to make "listing of sample data without line breaks" a toggle in the option dialog of Foo_Dumbs.

Title: foo_dumb
Post by: tuntis on 12 October, 2009, 01:54:51 PM
Kode54,  though as much as I like to use your plugin the last releases give me hard times due to the modification of how sample data gets listed without line breaks. It renders the sample window area of Foo_Infobox.dll useless, same is true for the built-in properties dialog of foobar2000.

What a coincidence - I actually came here to post about the same thing.

I'd really appreciate if sample data would get listed with line breaks - I recall that in a previous install of fb2k, I had another plugin where every line of sample data was listed as a different property in the song properties window. This isn't the case with foo_dumb.
Title: foo_dumb
Post by: deus-ex on 23 October, 2009, 10:58:37 AM
Kode54,

can't you just spend a moment to answer our posts, too? Even if you can't be bothered to look into our request,
it's only fair to let us know then. Thanks.
Title: foo_dumb
Post by: kode54 on 23 October, 2009, 10:09:30 PM
Sorry I missed your posts, I don't have this topic on notify, so if the replies don't show up on the first page of the updated topics list, I miss them. Correcting the issue of topic notification now.

I've reimplemented the original style, with an extra digit of padding, and made the multi-value tag style an option. Manually reload info on affected files. Of course, if you applied APEv2 tags, you'll need to remove the tags and reload info for the change to take effect.
Title: foo_dumb
Post by: deus-ex on 24 October, 2009, 05:16:49 PM
Thanks for answering the request positively and providing an update of Foo_Dumb this quick.
Much appreciated.
Title: foo_dumb
Post by: Sumguy21 on 23 November, 2009, 03:25:02 PM
I feel like I'm missing something obvious here, but where can I find the foo_dumb configuration menu? And how can I add tagging to .mod files with Replaygain info??
Title: foo_dumb
Post by: Yirkha on 23 November, 2009, 04:03:12 PM
Preferences > Playback/Input/DUMB module decoder.
You can write RG and other tags by enabling the (non-standard) option "
Title: foo_dumb
Post by: Sumguy21 on 23 November, 2009, 07:22:53 PM
Still not working with the APE tags, it's telling me it's an unsupported file format.

Though I am working with j2b files.
Title: foo_dumb
Post by: kode54 on 23 November, 2009, 07:41:55 PM
J2B are compressed files, which means that tag writing is disabled, the same as with renamed MDZ/S3Z/XMZ/ITZ files, as well as MO3. I'll see if I can work around this.

Edit: Implemented support for MOD files with VBlank timing. In these files, the F command always sets the speed, the tempo is locked at 125. Especially fun since there's no definite way of detecting whether a file uses this timing or not.
Title: foo_dumb
Post by: Jezulkim on 30 November, 2009, 12:27:58 PM
I don't think this plugin plays this module correctly: link (http://modarchive.org/index.php?request=view_by_moduleid&query=53217). It sounds different, better in my opinion, when played in XMPlay or Winamp.
Title: foo_dumb
Post by: Slotos on 28 December, 2009, 08:33:36 PM
Incorrect playback of file:
ftp://mirror.support.nl/pub/mono/96/m_space.zip (http://ftp://mirror.support.nl/pub/mono/96/m_space.zip)
foo_dumb 0.9.9.9

It was playing correctly with some older versions (spring ones IIRC).
Title: foo_dumb
Post by: kode54 on 29 December, 2009, 02:30:06 AM
I fixed the problem, it was detecting the length of the VBlank timed version as greater than 2 hours, which was returning 0 to indicate the error, and was getting picked over the proper timed version. Note that this file still won't loop correctly, because it sets the speed to 0x20 to delay at the end, where it probably means to set the tempo, so the speed remains the same upon the loop.
Title: foo_dumb
Post by: Slotos on 29 December, 2009, 08:08:51 AM
Thank you for fast response.
Title: foo_dumb
Post by: klumperump on 07 January, 2010, 05:39:38 PM
I cant seem to be able to playback zipped trackers. Is this not in the features?
A lot of old music in my archives are zipped and renamed to retain original filenames and dates.

For example maktone-1990CHIP.mod zipped to maktone-1990CHIP.zip then renamed to Maktone - 1990 Chip.mod

Saves a some storage space and a traditional habit, I know some other module players support this but I only get errors when I try to play them.

Best Regards
Title: foo_dumb
Post by: Slotos on 07 January, 2010, 07:10:35 PM
Don't rename it to .mod
Title: foo_dumb
Post by: kode54 on 07 January, 2010, 07:25:30 PM
Are you sure you have foo_unpack installed?
Title: foo_dumb
Post by: Fandango on 10 January, 2010, 11:51:35 AM
When I convert a mod to WAV and have loops set to anything but "none". Then the converter won't loop the output. Is there any way I can convert looped mods?
Title: foo_dumb
Post by: LordOfOrder on 13 June, 2010, 03:49:11 PM
Hello, kode54! Many thanks for excellent plug-in Dumb to foobar2000. Being the great admirer of modular music, it would be desirable to note same and even better quality, than in XMPlayer. However at listening of the collection with last version of a plug-in dumb (0.9.9.16) on last version foobar2000 (1.0.3), I have faced a number of problems:
1) At track addition "happy new year 1993.mod" in the playlist there is a bug: it is added at once two lines with a track. In one line 1:44 minutes, in another: 12:10 minutes. Real time of a track: 1:44. Also with a track "px.bladswede remix!.xm"
2) the Track "enchantment#26.mod" is played incorrectly (Only my opinion), and is worse.
3) "Merry Xmas and Funky99.xm" it is not played in general! Gives out such error: Unable to open item for playback (Unsupported format or corrupted file):
"M:\Music\Трекерная\Merry Xmas and Funky99.xm". Also with a track "UnderPL Keygen #1.xm".
All tracks would like to send you somehow, however I do not know, as well as where: (
Title: foo_dumb
Post by: kode54 on 13 June, 2010, 06:13:57 PM
1) At track addition "happy new year 1993.mod" in the playlist there is a bug: it is added at once two lines with a track. In one line 1:44 minutes, in another: 12:10 minutes. Real time of a track: 1:44.

Looks like the file has over 90 unplayed orders, and the subsong detection is picking them up. Feel free to ignore any pointless detected songs.

Also with a track "px.bladswede remix!.xm"

This one also has an extra order that isn't played by the main song.

2) the Track "enchantment#26.mod" is played incorrectly (Only my opinion), and is worse.

Sounds identical to a recent SVN release of Open ModPlug Tracker, as well as a recent version of XMPlay.

3) "Merry Xmas and Funky99.xm" it is not played in general! Gives out such error: Unable to open item for playback (Unsupported format or corrupted file):
"M:\Music\?????????\Merry Xmas and Funky99.xm". Also with a track "UnderPL Keygen #1.xm".
All tracks would like to send you somehow, however I do not know, as well as where: (

I got the first three from my copy of the modarchive 2007 snapshot torrent, which I downloaded last October, and got around to indexing into a FPL back in March. These other two, you'll need to upload somewhere, perhaps MegaUpload?
Title: foo_dumb
Post by: LordOfOrder on 14 June, 2010, 07:37:20 AM
Has filled in on http://depositfiles.com/files/krjrbhq7j (http://depositfiles.com/files/krjrbhq7j).
I compare "enchantment#26.mod" on fb2k v.1.0.3 with dumb v.0.9.9.16 with XMPlay v.3.5.1. Sounding a miscellaneous since the first seconds. In XMPlay "the back background" plays quickly, as phone call, and in fb2k with dumb - slowly, with interruptions. I do not know, where is more correct", but in XMPlay I seems more pleasantly, though it only IMHO. About" SVN release of Open ModPlug Tracker "- I do not know, did not put.
And still a question: whether there will be a support *.v2m files?
Title: foo_dumb
Post by: kode54 on 15 June, 2010, 09:12:31 AM
Both of those non-loading tracks appear to have been ripped improperly, as resaving them with the more lenient FastTracker 2 makes them playable. Although the UnderPL Keygen #1.xm file is missing its last sample, so I made one up and resaved it again. You can download both here (http://kode54.foobar2000.org/moo/Tracks.zip), although this probably isn't the answer you wanted to hear. (I'll have to look into Merry Xmas and Funky99.xm again, since the FT2 resaved file is actually shorter than the original, hmm...)
Title: foo_dumb
Post by: YAOMTC on 29 June, 2010, 12:59:21 AM
I got a big pack of tracks, and found some that I can't play. Any chance support for .fc14, .ym, and .v2m could be added? I can't find any way to play these.

There were also .ym, .bp, .sid, .sc68, and .ahx, but there were only a tiny number of those.

Regardless, thanks a lot for making this. Now I can play most of the keygen music (http://www.keygenmusic.net/)! (The .xm, .mod, and .it are the large majority.)
Title: foo_dumb
Post by: kode54 on 29 June, 2010, 04:34:38 AM
I got a big pack of tracks, and found some that I can't play. Any chance support for .fc14, .ym, and .v2m could be added? I can't find any way to play these.

I'll start work on other formats eventually.

There were also .ym

There was a component for 0.8, but its author never ported it to 0.9 or newer.

.sid,

foo_sid (http://www.foobar2000.org/components/view/foo_sid) has you covered there.

.sc68,

There was foo_game, but it disappeared.

and .ahx,

And for this, there's foo_input_hvl (http://www.foobar2000.org/components/view/foo_input_hvl).
Title: foo_dumb
Post by: LordOfOrder on 30 June, 2010, 12:17:56 AM
Here still look please at a track.
http://depositfiles.com/files/3qrwgb8j8 (http://depositfiles.com/files/3qrwgb8j8)
Its length of 54 seconds, however in fb2k - 1:22. And after 54 seconds there is a peep.
Title: foo_dumb
Post by: C3R14L.K1L4 on 02 October, 2010, 10:33:22 AM
First of all, thanks for your excellent work in this plugin, kode54.

Regarding the latest version (0.9.9.19), the option "expose file info as multi-value tag" has no effect. Here it is always shown as multi-value (ie, in the properties, single line with all the data). Bug?
(It worked before I updated the plugin).

Secondly, I've searched but I didn't find (if it exists) an option to disable "sub-song detection". I.e., I wanted the song to be displayed as a single file (even though it has sub-songs) and played without any sort of pause.

Third, why doesn't "APE" tags work with sub-songs? (It could be applied to the whole song, however I don't know how do you store the tags in the files). If you don't mind to explain... =)

Thanks for your attention,
CK
Title: foo_dumb
Post by: kode54 on 02 October, 2010, 01:25:57 PM
Regarding the latest version (0.9.9.19), the option "expose file info as multi-value tag" has no effect. Here it is always shown as multi-value (ie, in the properties, single line with all the data). Bug?
(It worked before I updated the plugin).

Works fine here. Note that changing the option does not have any immediate effect, you must forcefully reload the information for any files affected.

Secondly, I've searched but I didn't find (if it exists) an option to disable "sub-song detection". I.e., I wanted the song to be displayed as a single file (even though it has sub-songs) and played without any sort of pause.

There is no such option, nor do I plan to add one. It only affects adding the files to a playlist for the first time. You can delete any subsong references you don't want.
Also, it would have to pause momentarily to process the song length anyway, so I just throw in fast subsong scanning practically for free. If it bothers you so much, I can add an option, but it's probably likely to confuse some people.

Third, why doesn't "APE" tags work with sub-songs? (It could be applied to the whole song, however I don't know how do you store the tags in the files). If you don't mind to explain... =)

APE tags do not support storing multiple songs worth of information in a single tag, at least not without remapping all of the tag field names to include some track identifier. I'll have to add some proper way to tag multi-track modules.
Title: foo_dumb
Post by: C3R14L.K1L4 on 02 October, 2010, 03:29:31 PM
Works fine here. Note that changing the option does not have any immediate effect, you must forcefully reload the information for any files affected.

Yep, it was that reload thing. Thanks.

There is no such option, nor do I plan to add one. It only affects adding the files to a playlist for the first time. You can delete any subsong references you don't want.
Also, it would have to pause momentarily to process the song length anyway, so I just throw in fast subsong scanning practically for free. If it bothers you so much, I can add an option, but it's probably likely to confuse some people.

It doesn't bother me, for some tracks... =P
For instance,  Digital Illusions' pinball MODs have lots of subsongs (useful here), however your subsong "detection algorithm" also detects subsongs in modules which are not supposed to have (for instance andromeda's pornomatic (XM):
http://amp.dascene.net/downmod.php?index=3989 (http://amp.dascene.net/downmod.php?index=3989)

APE tags do not support storing multiple songs worth of information in a single tag, at least not without remapping all of the tag field names to include some track identifier. I'll have to add some proper way to tag multi-track modules.

Hum, if I may ask, how do you store these tags? As hidden samples? As some "inaccessible" (to other software than yours) structures? I thought the tags were stored for the whole file (and so they would affect all the subsongs). It doesn't affect me, as most modules I tag are from the same author and have the same title. So, the tags may be "general". However, currently (and as you may know) multi subsong modules can't be tagged (the well known "Could not update tags (Unsupported file format)..." warning is given).
Title: foo_dumb
Post by: kode54 on 02 October, 2010, 03:42:16 PM
It detects the subsong because the two orders at the start are not removed by the silence detector, and the second of those orders loops back to the first forever. Scanning subsongs for whether they actually generate any sound would require considerably more processing at load time.

As for the tagging, tagging globally would not work too nicely with subsongs, since only the subsong you tag would reload its info, while the others would retain the same information as loaded before the tag was written.
Title: foo_dumb
Post by: C3R14L.K1L4 on 02 October, 2010, 04:05:46 PM
It detects the subsong because the two orders at the start are not removed by the silence detector, and the second of those orders loops back to the first forever. Scanning subsongs for whether they actually generate any sound would require considerably more processing at load time.

Orders, or you meant patterns? The first two patterns (00-01, in the sequence) only have the base melody (without percussion), which starts in the third pattern (03). As so, the first two patterns generate sound, as you can see in the following image:

http://img710.imageshack.us/img710/3194/image1yq.png (http://img710.imageshack.us/img710/3194/image1yq.png)

And there is no loop between the given patterns...

As for the tagging, tagging globally would not work too nicely with subsongs, since only the subsong you tag would reload its info, while the others would retain the same information as loaded before the tag was written.

Yes, but what I meant was "temporarily" tag all the module (before you find a better solution). For instance, if I tag a subsong, all others (and the global module) would be tagged with the same values, i.e., with %artist%, %title%, %date%, etc. 
Title: foo_dumb
Post by: kode54 on 03 October, 2010, 02:31:53 AM
I haven't dealt with the tagging issue yet, but I did fix pornomatic. It had an out of range global volume command (scale is 0-64, it was 128) which was being doubled (to 256) and stored in an 8-bit variable, which truncated it to 0, which in turn triggered the end of song global volume 0 detection. Upgrading, then re-adding the file to your playlist(s) will fix it. You may also need to reload info on the one and only subsong (0) to fix the reported length.
Title: foo_dumb
Post by: C3R14L.K1L4 on 03 October, 2010, 09:14:47 AM
Ehehehe, there's an interesting chain of events
Thanks for the fix, keep the good work!
Title: foo_dumb
Post by: mudlord on 07 October, 2010, 05:32:24 AM
Quote
There was a component for 0.8, but its author never ported it to 0.9 or newer.


Sadly, only playback libraries I seen for YM are GPL based. Otherwise I would have made a simple component for such files.
Same for sc68, but again, unsure about the existing libs for such.
Title: foo_dumb
Post by: kode54 on 07 October, 2010, 06:07:35 AM
Only a few GPL library authors, such as the author of the Secret Rabbit Code resampler library, have been really anal about their GPL licensing when it comes to foobar2000 components.

Another example from way back in the past is when one of the Nullsoft team produced a Winamp3 component based on the UADE library, and was badgered about the licensing conflict versus linking against the non-GPL Winamp3 SDK. I don't know if that would be an issue today with the foobar2000 SDK, though. Or if it had anything to do with failure to release the full component source code in a timely fashion. Hmm...
Title: foo_dumb
Post by: mudlord on 07 October, 2010, 06:46:53 AM
Quote
Or if it had anything to do with failure to release the full component source code in a timely fashion. Hmm...


That, I don't have a issue with. I am more than happy to release BSD/ISC licensed source for my components. My concern is the requirements on dynamic linking and how open sourced components can be used in closed source apps.

Anyway, got a bug report:
ftp://ftp.amigascne.org/mirrors/ftp.modla...20lighthouse.xm (http://ftp://ftp.amigascne.org/mirrors/ftp.modland.com/pub/modules/Fasttracker%202/Lamb/dark%20lighthouse.xm)

Completely unplayable in foo_dumb, playable (just!) in recent versions of XMPlay.
Title: foo_dumb
Post by: kode54 on 07 October, 2010, 10:59:45 PM
Zero orders, so nothing to play.
Title: foo_dumb
Post by: C3R14L.K1L4 on 08 October, 2010, 04:57:02 AM
Interesting. Milkytracker 0.90.85 (Windows) plays it (some kind of experimental/ambient track).
ModPlug Player 1.46.01 warns as it being "an invalid module" :| Some problem on the file structure itself?
Title: foo_dumb
Post by: kode54 on 08 October, 2010, 07:59:57 AM
The field that specifies the number of orders in the song contains a zero. The pattern count field contains a 1, so there may be at least one valid pattern to play. I suppose I could change things to invent an order list when one is not supplied, but then I'd have to edit all format readers to do that, since they all reject odd header field contents like zero orders, zero patterns, or zero samples, or more than the maximum legal amount of some of those fields, right at the outset.
Title: foo_dumb
Post by: C3R14L.K1L4 on 08 October, 2010, 01:29:27 PM
What do you mean with "number of orders"? The sequence of patterns the module contains?
I.e., what's skillfully hand "highlighted"  in the following image is empty?

Title: foo_dumb
Post by: kode54 on 08 October, 2010, 06:17:03 PM
This is what I see. I don't see how there can be 16 or more patterns in a file that's only 3KB.

(https://hydrogenaud.io/imgcache.php?id=fdb86d11843a4b27af4a2808053fe002" rel="cached" data-warn="External image, click to view at original size" data-url="http://img651.imageshack.us/img651/5581/darklighthouse.png)
Title: foo_dumb
Post by: C3R14L.K1L4 on 08 October, 2010, 07:47:43 PM
Sorry but the above image was not related to that file. Just serving as an example to the question (What do you mean with "number of orders"?)

Indeed that's odd, is FT2 supposed to save XMs like that one? Never happened to me, unless the system was unstable 
Title: foo_dumb
Post by: mudlord on 09 October, 2010, 06:38:04 AM
Quote
Interesting. Milkytracker 0.90.85 (Windows) plays it (some kind of experimental/ambient track).
ModPlug Player 1.46.01 warns as it being "an invalid module" :| Some problem on the file structure itself?


Yes.

From more recent discussion, its indeed a file structure problem.

With it edited, it sounds like its intended.
Title: foo_dumb
Post by: mudlord on 20 November, 2010, 06:36:25 AM
Bug report:

Quote
<mudlord> got a bug to report to you for foo_dumb
<mudlord> "Billie Jean" by JoSsS (XM) plays wrong
<mudlord> XMPlay seems to play it right
<mudlord> it seems the order timing is messed in it
<mudlord> file should be up at Modland
Title: foo_dumb
Post by: kode54 on 09 January, 2011, 08:58:37 AM
I haven't done anything about "Billie Jean", other than fix the pattern loop end causing the break to row effect to take place for every order thereafter. Now it only does it once. The fact that the first half of the second order of the song is skipped is due to a bug in FT2.

I did implement a new 65536x band-limited oversampling resampler in place of the original aliased / "none" interpolation mode. While it is a bit slower than cubic interpolation, it sounds much better than the original aliasing mode, which I assume most people would be using for chip tunes and not because their computers are too slow for cubic interpolation.
Title: foo_dumb
Post by: deus-ex on 11 January, 2011, 07:13:11 AM
Hello Kode54,

I tested the new 65536x band-limited oversampling resampler with several Chip tunes.
Here are my findings so far:

My settings:

[a href="http://img140.imageshack.us/i/settingsg.png/" target="_blank"]
Title: foo_dumb
Post by: kode54 on 11 January, 2011, 11:31:47 AM


Anyway, I updated it with what little I changed.


Also, mudlord reported a looping issue with the module Necroscope by Mantronix/Razor 1911. I'm calling this a non-issue. Basically, the file sets its tempo to 64 in the last order, then repeats to the first order without resetting the tempo, causing subsequent loops to play at the slowed down tempo. XMPlay behaves the exact same way when configured to always loop. The only "fix" would be to reset the tempo and possibly other player state variables on a full loop that isn't triggered by a pattern jump command. Does any known player do that?
Title: foo_dumb
Post by: deus-ex on 11 January, 2011, 01:58:57 PM
  • methodyne.it (http://ftp://ftp.modland.com/pub/modules/impulsetracker/Blz/methodyne.it) - 404. In fact, there doesn't seem to be a Blz directory in the impulsetracker directory at all.

Sorry for the inconvenience, a copy/paste fault. Actually its a Fasttracker 2 module which can be accessed here : methodyne.xm (http://ftp://ftp.modland.com/pub/modules/fasttracker%202/Blz/methodyne.xm)

Also, mudlord reported a looping issue with the module Necroscope by Mantronix/Razor 1911. I'm calling this a non-issue. Basically, the file sets its tempo to 64 in the last order, then repeats to the first order without resetting the tempo, causing subsequent loops to play at the slowed down tempo.

I checked the module available at MODLAND to find that it is a little different to the one downloadable for example at AMP. The MODLAND version does NOT have the issue but instead loops nicely at correct speed. It appears to be the original (non-ripped) module : necroscope.mod (http://ftp://ftp.modland.com/pub/modules/protracker/Mantronix/necroscope.mod)

Oh, and thanks for the quick update.
Title: foo_dumb
Post by: kode54 on 11 January, 2011, 08:13:15 PM
I checked the module available at MODLAND to find that it is a little different to the one downloadable for example at AMP. The MODLAND version does NOT have the issue but instead loops nicely at correct speed. It appears to be the original (non-ripped) module : necroscope.mod (http://ftp://ftp.modland.com/pub/modules/protracker/Mantronix/necroscope.mod)

I just downloaded this version, it is identical to the one I already have. With looping set to indefinite, or two or more loops, it loops back to the first order with a tempo of 64.

Also, currently, the frequencies filtered out are at a fixed level relative to the output sample rate, so if you're not getting enough high pitched noise, raise the sample rate.

Oh, and methodyne.xm drum sample pops because it ends on a maximum peak sample. Not even my feeble attempts at volume ramping fix it, because the part in DUMB itself only kicks in for looping samples, and the part in foo_dumb doesn't seem to help much with that sample. And none of that has anything to do with the new resampler. EDIT: Okay, I fixed this one by reducing the requirements for sample end ramping when volume ramping is enabled. Now shorter unlooped samples, down to 65 samples for 16 bit or 33 for 8 bit, will be logarithmically/shift ramped on the end to fix problems like this, but possibly cause problems for intentionally short and poppy samples.
Title: foo_dumb
Post by: deus-ex on 12 January, 2011, 01:39:43 PM
With looping set to indefinite, or two or more loops, it loops back to the first order with a tempo of 64.

Well, I checked the looping issue just with XMPlay, there the MODLAND version works fine while the AMP version fails.


Also, currently, the frequencies filtered out are at a fixed level relative to the output sample rate, so if you're not getting enough high pitched noise, raise the sample rate.

Thanks for the hint, I just increased the output sample rate from 44100 to 48000 khz. Let's hope it'll improve things a little.


Okay, I fixed this one by reducing the requirements for sample end ramping when volume ramping is enabled. Now shorter unlooped samples, down to 65 samples for 16 bit or 33 for 8 bit, will be logarithmically/shift ramped on the end to fix problems like this, but possibly cause problems for intentionally short and poppy samples.

Thanks a bunch for yet another tweak. This improves the situation indeed.
Title: foo_dumb
Post by: Vagabond on 13 January, 2011, 04:33:01 PM
Kode, do you perchance have much knowledge regarding .AMF files? I am repackaging Crusader: No Remorse/No Regret music for my website (http://echosector.com), but have run into issues. In short, two of the files do not play properly; wrong instruments, tempo, etc. In addition, they are split into many different files. Through experimentation, I've determined this issue may not be related to a player, but to the files themselves. If that is the case (which is what it most likely is), then I will need to go to the source of the files and everything here will be irrelevant.

There is a thread (http://cyberionsystems.com/echosector/index.php?topic=1672.0) illustrating my progress on the matter. I've included some recordings of what the music actually sounds like in game ("M07" is crusadermiss7, "M12" is crusadermiss12). When listening to the raw files, it should be clear that they are vastly different.

The files in question—along with some files that are correct—are located here (http:///keenanweaver.com/dump/Remorse%20AMF.zip). These are files directly from the game's CD.

I would very much appreciate your help if you can indeed offer any! Thanks for reading.
Title: foo_dumb
Post by: kode54 on 13 January, 2011, 07:09:58 PM
Along with implementing ProTracker invert loop effect, (EFx) I also implemented two fixes for M07 and M12.

Both files have instruments with base key offsets, a previously unknown field. The byte which follows the default volume level field appears to be a signed base key offset, in semitones. This fixes the slap bass instrument in M07, and several instruments in M12.

M12 also uses the effect number 0x1B, which I've interpreted to be in the XM effect range, and thus effect R, multi-retrigger. Previously, it was being masked with 0x0F to become effect B, the position jump command. This fixes the length being detected as 25 seconds, as well.
Title: foo_dumb
Post by: Vagabond on 13 January, 2011, 08:45:17 PM
You are the man. Thank you.
Title: foo_dumb
Post by: deus-ex on 15 January, 2011, 06:24:50 AM
This fixes the length being detected as 25 seconds, as well.

During playback of M12 the total song length is reported to be 2:46 min, however the current position marker reaches the end position way before the song has ended and appears to reflect only the first 25 seconds of the module. Stopping playback or advancing to another file in a playlist changes the total song length of M12 to 0:25 min.

Nice fixes for M7 and M12. I never listen to these in the past, probably because of the slightly broken playback, though I wouldn't know that something might be broken. I played the Crusader games many many years ago, so it's quite hard to remember if there's a difference at all.

Thank you, Kode54.
Title: foo_dumb
Post by: kode54 on 19 January, 2011, 03:16:44 AM
Welp, I've gone and implemented Oktalyzer format support. DUMB is probably also the only PC player now that supports all of the effects correctly. Well, at least, the weird arpeggio effects are suppored correctly. I can't say any of the slides are perfect, considering that portamento and note slides are all implemented on a floating point delta sample speed, so all Amiga style slides and such have to be scaled logarithmically. And I'm not too sure about the whole note slides, I think they're correctly implemented.

Oh, and for anyone developing a player or tracker which supports the Oktalyzer format, the documentation here (http://jss.sourceforge.net/moddoc/okt-form.txt) is incorrect, regarding effects 1 and 2. It has them backwards. It's easy to make that mistake, too, because the reference OKTAplayer.s names the functions rs_portu and rs_portd. rs_portu increases the period, not the pitch. And rs_portd decreases the period, not the pitch.

EDIT: I updated again to make the Oktalyzer loader more tolerant of truncated files. Of course, none of the files on modland are truncated, but apparently, the Amiga ripping tool ExoticRipper can produce files that have the last two bytes chopped off. At least MultiRipper (http://www.zerorev.net/reversing/index.php?sort=type&path=Analyzers%20and%20Rippers/MultiRipper%202.80/) gets it right. Version 2.80 is the last version for MS-DOS, 3.00 beta is a Win32 application.
Title: foo_dumb
Post by: deus-ex on 19 January, 2011, 01:20:51 PM
Of course, none of the files on modland are truncated [...]

Heh, I couldn't be this sure like you are since you obviously dived deep into this format, so thank you for stating. I feel a little honored, I mean it's like it has a "Quality-approved by Kode54" tag on it.

Is there anything you can do about the song length issue of the Asylum module M12 I reported in my previous post?
Title: foo_dumb
Post by: kode54 on 19 January, 2011, 01:34:18 PM
Yes, reload file info for the module so the reported length will be updated to the correct value. foobar2000 caches it, along with all other file info, when the file is first loaded, and doesn't update the stored information until the file modification timestamp changes, or until a manual reload is forced. The fact that the correct time displays when playing the file is some sort of fluke, I guess.

I just uploaded another fix, this time for the static sample end ramping I apply when volume ramping is enabled. It was kicking in for samples with sustain loops, but no normal loops, which was affecting Oktalyzer modules because they use sustain loops instead of normal loops. Now it will subtract the sustain loop end when calculating the length available for ramping, and when it actually does ramp, it will only ramp outside of the sustain loop.
Title: foo_dumb
Post by: deus-ex on 20 January, 2011, 11:10:57 AM
Yes, reload file info for the module so the reported length will be updated to the correct value.

Ah, so I managed to fool myself. I do not use predefined playlists for the Asylum modules so I thought I wouldn't be affected by the caching effect. However for comparison reasons I first played the Asylum modules M7 & M12 using foo_dumb v0.9.9.27, then
closed foobar and overwrote the plugin with the new v0.9.9.28, then started up foobar again. Because foobar uses temporary playlists which aren't refreshed when playing back the same set of files again the caching effect kicked in.

Thanks for the hint, all is well now of course.

P.S.: With your recent fixes to foo_dumb I now like to listen to the Asylum modules M7 and M12, too, which I completely ignored previously. So thanks again for your dedication into all of this, very much appreciated. *thumb-up*
Title: foo_dumb
Post by: FF / MFG on 30 January, 2011, 10:18:11 AM
Hi. Can you check heavy clipping with 0.9.9.31 in "Party On Funk-o-Tron"?
Composer: Dynamic Harmony
C A R C A S S  P C  1 9 9 6
CCS-TRON.ZIP
DH-POFOT.XM

With any interpolation on, bass line clips terribly (see around 1:40-1:50 for example). I think there's some clipping without interpolation anyway, but it's much less noticeable.

I've tried to check against xmplay, and it plays fine there. First I didn't notice autoamp feature. But after disabling it xmplay still has much, much quieter output. With autoamp enabled it goes to -1.1db with sinc interpolation.
Is there any automatic amplification employed in foo_dumb? I've tried to use foobar's preamp to lower volume and it requires significant adjustment to fix the clipping. In fact, I just did replaygain scan and it gave -6.17db, 1.86 peak without interpolation. Oh, oh. And -6.29db, 2.25 (!) peak with cubic interpolation. There, that's some hard numbers and not just my eyes and ears deceiving me.
Title: foo_dumb
Post by: kode54 on 30 January, 2011, 07:25:23 PM
Either turn on tagging and apply the ReplayGain (or R128Gain, if you prefer) scan results to the file, or use a peak limiter such as the Advanced Limiter. Or, for more consistent loudness without tagging, use a normalizer/compressor DSP such as my R128Norm component.

Note that the audible clipping will not be such a problem without any DSPs if you are using Windows Vista or newer with the default DirectSound output, as the operating system's sound mixing subsystem automatically performs compression where peaks exceed +/- 1.0.
Title: foo_dumb
Post by: FF / MFG on 31 January, 2011, 04:46:26 AM
Either turn on tagging and apply the ReplayGain (or R128Gain, if you prefer) scan results to the file, or use a peak limiter such as the Advanced Limiter. Or, for more consistent loudness without tagging, use a normalizer/compressor DSP such as my R128Norm component.

Note that the audible clipping will not be such a problem without any DSPs if you are using Windows Vista or newer with the default DirectSound output, as the operating system's sound mixing subsystem automatically performs compression where peaks exceed +/- 1.0.

I would really prefer to not modify the modules. Compressor DSP's have to be turned off for normal music.
And I'm still on XP.

Why the module is so loud with foo_dumb in the first place? And why interpolating gives ~+0.5 peak value? I realize peaks could be higher after any processing, but that much is suspicious to me.
I realize ReplayGain would be a good solution for this (disregarding my reluctance to modify the modules), but this peak difference would mess up even ReplayGain, because sometimes I listen with interpolation, and sometimes I prefer no interpolation.
Title: foo_dumb
Post by: ExUser on 31 January, 2011, 01:51:21 PM
The module is loud because foo_dumb isn't working behind the scenes to stop it from being so. Layer eight sounds recorded at -6dB and you can get theoretical peaks of 12dB over if everything goes wrong in exactly the right way.
Title: foo_dumb
Post by: kode54 on 02 February, 2011, 01:07:08 AM
I may add an option in a future version of foo_dumb to apply ReplayGain scale to a given module, if it happens to be a supported format that has a global and/or mix volume field in its headers. That way, the volume should be normal no matter which (properly configured) player you open it in. It may be useful for composers as well, in case they can't trust their tracker to not perform automatic gain reduction on files which are too loud.
Title: foo_dumb
Post by: kode54 on 08 February, 2011, 02:55:34 AM
Fixed invert loops again. The subsong/length scanner was modifying the module that was already loaded by the caller as if a full loop of each subsong was already played. Now it performs a second module load so that no sample modifications are applied to the caller's instance of the data before playback. This fixes the intial playback of any module which uses invert loop effects.

I also fixed the subsong/length cache so it does first-in-first-out reordering properly. Previously, when it found a cache hit, it would merely swap it with the last item in the list instead of removing it and re-adding it to the end.
Title: foo_dumb
Post by: Rotareneg on 05 March, 2011, 01:12:10 PM
I've noticed that foo_dumb is reducing stereo separation (mixing the left and right channels a bit) with all the Amiga game music mods I've got. Is there any way to stop this, maybe with an adjustable setting?
Title: foo_dumb
Post by: kode54 on 05 March, 2011, 04:14:36 PM
There is no way to configure that currently, as it is hard coded. In fact, it's hard coded separately for each format which is normally hard panned. I'll look into adding an option to change the panning percentage for hard panned files. (As I'm pretty sure that most files which support soft panning are panned in a manner which would be comfortable for most listeners. Or maybe I'm unusual in thinking that sound should be composed for the possibility of headphone listeners who don't have the benefit of a system-wide speaker virtualization or crossfeed filter.)
Title: foo_dumb
Post by: Rotareneg on 05 March, 2011, 05:35:21 PM
What, you don't like the feeling that the music is trying to split your head apart when using headphones?

I mostly use speakers, and had been playing the games via an emulator. When I played the music in fb2k I noticed that the music didn't sound as "wide."
Title: foo_dumb
Post by: kode54 on 12 May, 2011, 08:23:08 AM
Uploaded 0.9.9.38, which fixes IT New Note Actions for duplicate check types of sample and instrument, which previously failed outright. Spot the error:
Code: [Select]
                if (playing && playing->channel == channel && playing->instrument->dup_check_type) {
                    int match = 0;
                    switch (playing->instrument->dup_check_type)
                    {
                    case DCT_NOTE:
                        match = (channel->truenote == playing->note);
                    case DCT_SAMPLE:
                        match = match && (channel->sample == playing->sampnum);
                    case DCT_INSTRUMENT:
                        match = match && (channel->instrument == playing->instnum);
                        break;
                    }


Thanks to Kieran Menor for calling this to my attention.

Configurable stereo separation for hard panned formats coming soon, maybe. I just need to add extra functionality to my frontend loaded code, since there's no state available early enough for the loaders themselves to be modified to check some configuration variable.
Title: foo_dumb
Post by: BoingBoomTschak on 24 September, 2011, 09:18:50 AM
foo_dumb module decoder settings for mp3 conversion:

I would like to encode XM files to MP3 files with foo_dumb. I have installed foo_dumb in foobar2000 and on the dumb module decoder settings window I have put the following options:

(https://lh3.googleusercontent.com/-8TGiOLJF49M/Tn3Xas3rhxI/AAAAAAAAA_8/hLduzWPjcYE/DUMB%2520Module%2520Decoder%2520Settings%2520foobar%25202000%252001.PNG)

I have got lame3.98.4 installed in foobar2000 as well and there chosen the best quality for conversion/encoding. What else do I need to know about how to convert XM files?

Thanks for any help.
Title: foo_dumb
Post by: kode54 on 25 September, 2011, 10:19:15 AM
Nothing, except that you may or may not want to use N loops and a timed fade for some files.
Title: foo_dumb
Post by: Ligushka on 10 November, 2011, 01:29:01 AM
METROiD - The Punisher +4trn.mod doesn't sound right with the synth in right channel starting at 0:08, and the "blips" in left channel don't sound right either. Compare to previous versions of DUMB or play in VLC to hear the difference.

I'm running foobar 1.1.9 and DUMB 0.9.9.45. Here are my settings:

(https://hydrogenaud.io/imgcache.php?id=58ff4034ff6dc582dc01345b6761d70d" rel="cached" data-warn="External image, click to view at original size" data-url="http://i198.photobucket.com/albums/aa36/Towncivilian/dumbsettings.png)
Title: foo_dumb
Post by: kode54 on 10 November, 2011, 02:32:55 AM
Cool, another module which uses the Protracker Invert Loop effect. (EFx) The only known players which support this effect are Protracker (on the Amiga), my fork of DUMB, XMPlay with MOD set to PT1 mode, 8bit Bubsy's Protracker SDL, and the EaglePlayer driver used by UADE for MOD playback. Anything else is not guaranteed to sound correct.
Title: foo_dumb
Post by: Ligushka on 10 November, 2011, 09:51:13 AM
Very well, thank you for the prompt explanation.
Title: foo_dumb
Post by: 8bitbubsy on 24 February, 2012, 12:53:40 PM
Cool, another module which uses the Protracker Invert Loop effect. (EFx)

There are plenty of ProTracker .MODs using this effect, take a closer look around. emax, wotw, groo, tdk and even maktone (at least in one ore more of his MODs)!
Also foo_dumb.dll does this effect wrong, use my ProTracker rewrite for a reference (and tunes like emax-doz.mod, orgasmic-chipper.mod, einstein.mod)
Title: foo_dumb
Post by: kode54 on 24 February, 2012, 01:07:42 PM
But wait, I did use your rewrite for reference. Needs more work, I guess.
Title: foo_dumb
Post by: deus-ex on 28 February, 2012, 10:56:43 AM
I noticed an issue with the module beep.it (http://ftp://ftp.modland.com/pub/moudles/Impulsetracker/Wayfinder/beep.it) by Wayfinder. Foo_DUMB stutters during playback from Order 31 to 33, obviously due to some calculations? Though my overall CPU usage during playback of this particular orders peeks at 13% (Intel i7 Quadcore + 4 virtual cores), raw CPU power does not appear to be the bottleneck. Disabling all DSPs in the Foobar2000 playback chain I still witness a very noticeable slowdown during playback of these orders.
Title: foo_dumb
Post by: kode54 on 28 February, 2012, 02:11:48 PM
How do you have foo_dumb configured? That range plays back in real-time here, although it does sound a bit odd. And yes, 13%, or more specifically, 12.5%, would be 100% of one core of your processor.

With my settings, which are the defaults except for looping forever and linear volume ramping, result in using about 7% of my dual core processor, which is 14% of one core.
Title: foo_dumb
Post by: deus-ex on 28 February, 2012, 03:08:36 PM
Found it! Since you reported the module to be playing fine on a Dual core system I got curious and started off with a fresh installation of foobar2000 and foo_dumb being the only plugin installed! Then after adding back on setting after the other step by step I could narrow it down to foo_dumbs interpolation setting. Usually I have this set to "none" in order to have it not alter the sound. Setting it to "linear" or "cubic" eliminates the slow downs for me completely, no matter how many DSPs and Visual effect plugins I have active at the same time.

Are you able to reproduce the stuttering when setting foo_dumbs interpolation to "none" as well?
Title: foo_dumb
Post by: kode54 on 28 February, 2012, 11:20:17 PM
I certainly am. The thing is, it's using a band-limited synthesizer for that mode, and it's not being utilized in the most optimal matter. There isn't much I can do, short of re-adding the original aliased mixing mode. While the original "none" mode was a lot faster, it also had aliasing and distortion of higher pitched samples, for instance.
Title: foo_dumb
Post by: deus-ex on 29 February, 2012, 09:32:10 AM
Well, I wasn't too uncomfortable with this previous method anyway so I would welcome it back as another interpolation option to choose from. To distinct from the other methods it could go by something utilizing one of these words: old, fast, easy, light, non-limited. Or maybe rename the current "none" interpolation mode using something like: enhanced, advanced, improved, strong, band-limited?
Title: foo_dumb
Post by: VEG on 08 April, 2012, 06:26:59 AM
Please add support for *.mo3 in *.mdz (zipped module).
Title: foo_dumb
Post by: kode54 on 08 April, 2012, 04:26:59 PM
Is that .MO3 renamed to .MDZ, or a MO3 packed in another archive? Both seem kind of silly to me, but I've added support for the latter.
Title: foo_dumb
Post by: yam655 on 03 June, 2012, 09:44:09 AM
Do the APEv2 tags interfere with any of the modules? I know they wouldn't interfere with Foobar or foo_dumb, but do they interfere with tracking software?

I downloaded ModArchive, and all of the modules (in all formats) are sent as .MOD.zip (where MOD is the normal extension). foo_dumb handles this, of course, but it seems like this would be an easy solution to metadata that would work for multi-song files: Keep one or more additional files in the ZIP file container for the metadata.

Truthfully, this should be a reasonable solution to any file type that doesn't support metadata. Compressing some types of files may be stupid, but even zip -0 (no compression) allows you to move around a group of files as a single file.

It could go so far as to support a "cover.jpg" file within the ZIP that handled the cover image for all songs stored in the archive.

Since any tracking software from the past 10-15 years already supports reading modules from ZIP files directly, this should both allow the data to be stored, as well never risk interfering with other software.

It's just... we already know the APEv2 tags are broken when any module has subsongs. It seems like storing the data as one or more separate files in the ZIP file would be an easy solution.

Cheers,
Steven
Title: foo_dumb
Post by: kode54 on 04 June, 2012, 12:04:00 AM
I could also add data storage based around the same core storage mechanism as the official Playback Statistics (foo_playcount) component, and likely reference the tracks by a hash of some sort. I'm not sure exactly what I should hash, though. Perhaps hashing selective portions of the DUMB internal structures read from the module. This shouldn't break metadata linking unless you modify the parts of the song that I hash, or unless I find that some part of a particular format is being read improperly and I change the read behavior, which shouldn't happen often, if at all.

I should note that songs which are inside archives, whether using their original archive file names, or renamed to .MDZ or similar, are not taggable. Nor are MO3 files.

I don't know of any trackers which would barf on the APEv2 tags, but who knows? It is simple footer data appended to the files, and should not cause problems on read by any tracker which ignores data past the end of the file. Of course, they will likely be destroyed when the file is rewritten by the tracker.
Title: foo_dumb
Post by: yam655 on 05 June, 2012, 06:19:43 AM
Not taggable inside of archives is a bit of a pain.

I mean, it is super easy to download the whole 35G modarchive and it leaves you will all of the files individually zip'ed unless you go through an unzip them all.

However, the fact that these files actually compress pretty well makes the thought of unzipping them particularly unenticing. While it's just a single command-line to unzip everything, the fact that they'd needlessly take up 40-60% more space just isn't worth it. Space may be cheap, but it isn't free.

My particular use-case is broken for the foo_playcount storage mechanism. For the past 17 years almost every computer I've owned has had two or more of the following: (1) a work account, (2) an administrative account, (3) a play account. (The one I'm using now has all three.) This means any system which both fails to use a real local database (such as MySQL) and fails to write to the files winds up with inaccurate information at best and I totally disregard it at worst.

At this point, I keep foo_playcount installed -- because it is the only way to get any last-played information at all -- but I don't use it at all for ratings, and I periodically bemoan the fact that it is wrong when it comes to the last-played time.

My active playlist is usually some variation of:
(rating EQUAL 3 AND NOT %last_played% DURING LAST 312 WEEKS) OR
(rating EQUAL 4 AND NOT %last_played% DURING LAST 156 WEEKS) OR
(rating EQUAL 5 AND NOT %last_played% DURING LAST 52 WEEKS)

This is my 6y/3y/1y variation. ("MONTHS" and "YEARS" are unsupported.) It should be self-evident that if I don't want to listen to my absolutely favorite music within a year of the last time I played it, I probably get really annoyed when I switch accounts and I hear the same song right a way.

Anyway, that's my foo_playcount gripe. It's actually one of the reasons I periodically look for real alternatives. So far nothing on Windows provides the same functionality as my playlist criteria, and most take a similar storage mechanism approach to rating and recently-played information.

Which is to say: If all the metadata were stored the same way it would be useless to the point I'd ignore it. That's currently the way Miro handles metadata modifications (it doesn't support tag write-back yet). It would also be why I don't listen to music in Miro. (I use it for podcasts and videos.)

I'm okay doing what I originally planned for now. I'll filter out the crap I've downloaded and convert the songs I like to MP3 or OGG files so they can travel easier. (foo_dumb does a great job, but it doesn't help on my Android.) I was already planning to adopt a filesystem structure that included the artist's name to make it easier to find artists I like. I'll just defer tagging until after I start converting.

Cheers,
Steven
Title: foo_dumb
Post by: LordOfOrder on 21 June, 2012, 12:28:09 PM
Hello! There is one chiptune, a problem that it, apparently, doesn't go in cycles (or transition at the right time doesn't work, I don't know, look, please) (In MilkyTracker everything is all right). Also at such chiptunes (two and more lines in the work foobar2000 list) it is impossible to write any information in tags. Writes: "Could not update tags (Unsupported file format) of on:"
http://amp.dascene.net/downmod.php?index=632 (http://amp.dascene.net/downmod.php?index=632)
Title: foo_dumb
Post by: kode54 on 21 June, 2012, 01:44:09 PM
Not going in cycles, turn on looping.

Tracks with multiple sub-songs not being taggable is also a known issue.
Title: foo_dumb
Post by: LordOfOrder on 08 July, 2012, 01:43:48 AM
Hello, on DUMB 0.9.9.54, when opening certain files, the computer starts to brake strongly (loading of the random access memory skips, many programs drop data from a random access memory on a hard drive, the hard drive works very much, everything hangs up). As a result the track starts to be lost, but somehow and heavy. (On 0.9.9.53 everything it is good) Here an example:
http://www.4shared.com/file/GatE-Lyi/Coma_...s_Djur_014.html (http://www.4shared.com/file/GatE-Lyi/Coma_-_Skogens_Djur_014.html)?
Title: foo_dumb
Post by: Case on 08 July, 2012, 08:26:57 AM
Please do not use such horrible file sharing services. Poor kode54 must not be tortured. [attachment=7056:Coma___S...Djur_014.zip]
I have no trouble playing this file. Are you sure your computer is OK?
Title: foo_dumb
Post by: kode54 on 08 July, 2012, 03:56:58 PM
Thanks for retrieving that for me. That particular file has a problem that was causing my new loader code to allocate somewhere in the range of 2GB of memory, then attempt to read that much from the file, then fail. This was both due to the fact that my code had no safety checks on the instrument and sample header sizes, and also because this file specifies that it has 31 instruments, even though there are only 19, which was causing it to overread. Overread was a problem because I was also allowing APE tags, like the one this file has, to leak into the module reader. Yes, the APE tag will likely trip up any legitimate XM reader in cases of files like this. The older reader would also error out, which would cause it to not read the instrument names for all the short instrument headers.

Everything should work nicely now.
Title: foo_dumb
Post by: yam655 on 01 August, 2012, 09:18:10 AM
I have what should be questions that I expect would be common and, well, documented somewhere.

"Expose file info as multi-value tag" -- what tag is used?

I'm periodically setting ApeV2 tags on my modules, but the problem is the file information is only available by the properties dialog -- even though there are ways to modify tags without going through that dialog, I can't seem to get the information I need without it. This would seem to be the answer to that -- if I had any idea as to what tag was actually used.

"Chip-O-Matic" -- what is this? Do I want to use it? Is it generally awesome?

I find this thread to be really horribly verbose when it comes to needing concise answers to basic information about the plugin. :/ I've spent hours (days?) reading, searching and scanning it looking for things that seem to be implicit knowledge and not actually documented anywhere.

Thanks!
Steven Black
Title: foo_dumb
Post by: yam655 on 01 August, 2012, 10:22:26 AM
"Expose file info as multi-value tag" -- what tag is used?


I got this resolved. foo_textdisplay and $meta_sep(instrument,$crlf()) and $meta_sep(sample,$crlf())

But I've a new question to add:

Tag caching is mentioned in some of the comments. How do you "force refresh" the tag cache?

Cheers,
Steven Black

Title: foo_dumb
Post by: kode54 on 01 August, 2012, 05:39:05 PM
Touch the file modification timestamp, or rename the files. I could add an option to reset the cache, but for now, the only other way is to either close the program, or to overflow its size limit. You could force a cache reset by setting the maximum cache size to 0 and reloading an uncached track.
Title: foo_dumb
Post by: boomman on 06 August, 2012, 08:31:37 PM
Foobar crashes when I drop "tPORt - TuneUp Utilities 2007 6.0.2200crk.XM" file and tells me that problem caused by foo_dumb.
1.1.13, foo_dumb v.0.9.9.55
Title: foo_dumb
Post by: kode54 on 07 August, 2012, 12:36:37 AM
Fixed. Looks like I was a little over zealous when it came to shrunken format parsing. Looks like packed files always have sample headers of 0x28 bytes, and any files that specify sample header sizes smaller than that are lying.
Title: foo_dumb
Post by: jswagner on 30 August, 2012, 04:16:06 AM
Possibly a stupid question:  I don't care about the unassigned patterns in a module, is there some workaround that will allow me to write APEv2 tags to these files (I'm hoping for a solution other than 'delete the patterns from an editor and save to a new file').

Any possibility of supporting Phoenix's '.GDM', which are just .S3M files with hacked headers, as used in his Whiplash musicdisk?:
http://www.scene.org/file.php?file=/music/...ip&fileinfo (http://www.scene.org/file.php?file=/music/artists/phoenix/whiplash.zip&fileinfo)
Title: foo_dumb
Post by: Melchior on 02 September, 2012, 05:36:09 PM
Eyy Kode54 
I wanted to let you know the link to your updated version  of
DUMB Module decoder - Download (http://www.foobar2000.org/getcomponent/2aed8c157f29cbb1ba25e6aae148f401/43b822aab1e6a5c6f9c90890af1e8d6b/foo_dumb.fb2k-component)
is redirecting back to the foobar main download page...
I wasn't sure if the file was missing ie not uploaded yet or what.. but I just wanted to let you know(helping out I guess)
Title: foo_dumb
Post by: db1989 on 02 September, 2012, 06:30:08 PM
Worked for me.
Title: foo_dumb
Post by: kode54 on 02 September, 2012, 08:33:54 PM
You must download within 5-10 minutes of loading the page, or else the links become stale.
Title: foo_dumb
Post by: Melchior on 02 September, 2012, 09:46:37 PM
You must download within 5-10 minutes of loading the page, or else the links become stale.


.... I never am more then a few seconds away from clicking the download button... its working now...
but its weird though as I have never encountered it before....
thx I'll keep that in mind
Title: foo_dumb
Post by: jswagner on 03 September, 2012, 07:57:10 PM
Possibly a stupid question:  I don't care about the unassigned patterns in a module, is there some workaround that will allow me to write APEv2 tags to these files (I'm hoping for a solution other than 'delete the patterns from an editor and save to a new file').


Any comment on this?
Title: foo_dumb
Post by: kode54 on 03 September, 2012, 09:18:07 PM
I'll get around to supporting a tag database instead of writing tags to files.
Title: foo_dumb
Post by: k8o on 04 September, 2012, 03:09:36 PM
Hi, I just wanted to thank you for this plugin, it's very useful to me and your frequent updates are much appreciated.  I play back a lot of demoscene music and the integration into foobar using your plugin is really welcome and very well executed, great work!
Title: foo_dumb
Post by: Melchior on 04 September, 2012, 03:25:04 PM
Hi, I just wanted to thank you for this plugin, it's very useful to me and your frequent updates are much appreciated.  I play back a lot of demoscene music and the integration into foobar using your plugin is really welcome and very well executed, great work!

Here Here 
I love it as well, some PC Video Games link Uplink use .mod and .s3m files 
all the frequent updates are much Appreciated     
Title: foo_dumb
Post by: kode54 on 04 September, 2012, 08:14:20 PM
Tag database implemented, enjoy safely tagging or untagging any module files in your system, compressed or otherwise, without actually affecting the files. All tags will be stored in an index database, with the same retention rules as foo_playcount. Any fields you remove from the meta view will be removed from the tags you reload from the file until you re-add them manually. I may add a system to restore the files' built-in tags, or remove the database tags, but this should be fine for now, since the information removed or added is only stored in an index file.
Title: foo_dumb
Post by: jswagner on 06 September, 2012, 06:53:05 PM
Tag database implemented, enjoy safely tagging or untagging any module files in your system, compressed or otherwise, without actually affecting the files. All tags will be stored in an index database, with the same retention rules as foo_playcount. Any fields you remove from the meta view will be removed from the tags you reload from the file until you re-add them manually. I may add a system to restore the files' built-in tags, or remove the database tags, but this should be fine for now, since the information removed or added is only stored in an index file.


This is incredible!  Thank you so much!
Title: foo_dumb
Post by: deus-ex on 19 September, 2012, 10:32:13 AM
Foo_DUMB Module decoder 0.9.9.63 crashes trying to load module Tw-Solar.it (included in uploaded archive (http://www.hydrogenaudio.org/forums/index.php?showtopic=27368&view=findpost&p=809064) along with crash report).
I was able to recreate the crash with a vanilla out of the box installation of foobar2000 with foo_dumb being the only additional plugin.
Title: foo_dumb
Post by: kode54 on 19 September, 2012, 11:32:25 PM
Fixed.
Title: foo_dumb
Post by: ltrts on 16 December, 2012, 12:19:58 AM
0.9.9.73 seems to use the wrong samples throughout when playing mptitle.mod (https://dl.dropbox.com/u/11394378/misc/mptitle.mod).
Title: foo_dumb
Post by: kode54 on 16 December, 2012, 02:04:51 AM
That was due to a new pattern counting method, which assumes that there is no extra sample data, and that all of the even multiples of 256 bytes per channel are patterns. I reverted that, and now it only counts patterns from the order list, assuming sample data immediately follows the highest played pattern, and ignores any data past the samples. This breaks olof_gustafsson_-_steelchambers2.mod, but too bad, the opposite breaks a lot more files.
Title: foo_dumb
Post by: vjacob on 25 December, 2012, 09:51:29 PM
This is awesome. Thanks a bunch, kode54! Just made my day... and returned(?) a bit of sanity =:)

Observations so far, relative to Schism Tracker (another interesting program):

# Processing files initially takes a fair amount of time using Foobar2000 + foo_dumb.
# The sound appears more raw or less filtered.
# Accuracy seems comparable so far if not just as good.
# Finally, worlds of difference in terms of resources (no actual scientific comparisons done, this is purely subjective).

Cheers man... merry holidays and a happy new year to you and the community!
Title: foo_dumb
Post by: deus-ex on 29 December, 2012, 06:10:39 AM
Playback of the lead instrument (flute) in you can do it better.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Vibe/you%20can%20do%20it%20better.it) is off, first occurrence at end of pattern 07, again at end of pattern 08.
Tested with foo_dumb v0.9.9.76, used to play fine in older versions.
Title: foo_dumb
Post by: kode54 on 29 December, 2012, 09:10:16 PM
Actually, that bug has been around for several versions now. Fixed now.

It affected IT fine and extra fine portamento up effect (FFx/FEx) when NNA voices were active on the channel. The bug was due to code applying the effect still referencing the channel's main voice instead of the NNA voices it also iterates over.

What would I ever do without you? Don't ever stop listening to modules with this thing.
Title: foo_dumb
Post by: deus-ex on 30 December, 2012, 06:09:58 AM
Don't ever stop listening to modules with this thing.

Heh, well yes, that's the long term plan.
Thank you too for being around and sharing all these great plugins with us. You have build quite an impressive set over the past years.
Title: foo_dumb
Post by: mezenga on 30 December, 2012, 12:33:12 PM
These ProTracker modules aren´t played correctly with foo_dumb 0.9.9.77 and 0.9.9.66:
They both play fine on foo_dumb 0.9.9.53.
Title: foo_dumb
Post by: deus-ex on 30 December, 2012, 01:56:54 PM
Hi mezenga,

I confirm that replay of groovy lemon.mod is quite off, checked with foo_dumb v0.9.9.77.
But I cannot spot any issues with joyride.mod, please elaborate on this one.
Title: foo_dumb
Post by: kode54 on 30 December, 2012, 02:09:01 PM
Fixed. But I broke PC_BOOK2.MOD in the process, at least in the default mode.
Title: foo_dumb
Post by: Stefan1200 on 12 January, 2013, 03:18:45 AM
Thanks for this great plugin, it sounds good.

I have some MMD0 files (OctaMed) which can't be played with your plugin. Is it possible to see support for it some day? If you need an example file I can send you one.
Title: foo_dumb
Post by: deus-ex on 12 January, 2013, 02:40:34 PM
I just noticed you released another update of foo_dumb. Wouldn't you agree it's about time and very well justified to increase the main version number from 0 to 1? Looking back at my first post in this thread almost eight and a half year have past!
Title: foo_dumb
Post by: kode54 on 12 January, 2013, 06:09:31 PM
Thanks for this great plugin, it sounds good.

I have some MMD0 files (OctaMed) which can't be played with your plugin. Is it possible to see support for it some day? If you need an example file I can send you one.

Please do share.
Title: foo_dumb
Post by: LordOfOrder on 13 January, 2013, 01:08:41 AM
Hello, kode54!
Please tell me, are you planning to add support for the format MT2?
Title: foo_dumb
Post by: deus-ex on 13 January, 2013, 07:07:19 AM
Current version 1.0.1, released on 2013-01-13.    *congratulations*
Title: foo_dumb
Post by: LordOfOrder on 13 January, 2013, 11:13:37 PM
And another question: how to disable write tags in a database, that was the old way: writing to a file?
Title: foo_dumb
Post by: kode54 on 14 January, 2013, 02:49:39 AM
Hello, kode54!
Please tell me, are you planning to add support for the format MT2?

Oh joy, it looks like a superset of Impulse Tracker, supporting things like synthesizer and effect plug-ins. Isn't there already a replayer for the format?
Title: foo_dumb
Post by: LordOfOrder on 14 January, 2013, 04:09:59 AM
It is inconvenient to use third-party players (modplug a player). I thought if it is possible...  Whether there will be an opportunity to return record of tags to the file?
Title: foo_dumb
Post by: deus-ex on 14 January, 2013, 06:16:42 AM
Isn't there already a replayer for the format?

Yes there is, then again there was. Mudlord once assembled a plugin based on the ModPlug sources which includes support for the MT2 format, though he didn't pursue this idea any further and the plugin vanished...
...so they thought. [a href="ftp://ftp.modland.com/pub/software/players/windows/foobar2000%20v1.0/input%20plugins/Foo_ModPlug%20decoder%20v0.02.rar" target="_blank"][/a] <- hidden link?
Title: foo_dumb
Post by: kode54 on 14 January, 2013, 12:41:58 PM
It is inconvenient to use third-party players (modplug a player). I thought if it is possible...

Isn't there already a replayer for the format?

Yes there is, then again there was. Mudlord once assembled a plugin based on the ModPlug sources which includes support for the MT2 format, though he didn't pursue this idea any further and the plugin vanished...
...so they thought. [a href="ftp://ftp.modland.com/pub/software/players/windows/foobar2000%20v1.0/input%20plugins/Foo_ModPlug%20decoder%20v0.02.rar" target="_blank"][/a] <- hidden link?

That doesn't sound like it supports the full feature set of the MT2 format. That sounds like it just supports the feature set which is compatible with an Impulse Tracker 2 player.

Whether there will be an opportunity to return record of tags to the file?

You do know that I wasn't actually modifying the original modules' info fields, but simply appending an APEv2 tag with the changes, right?
Title: foo_dumb
Post by: LordOfOrder on 14 January, 2013, 09:31:28 PM
Yes, I know. Now I form and I sort a collection of the chiptunes of music, and it was very convenient earlier - wrote down the APEv2 tag, and on other computer, at other person, when playing through foobar2000 tags will be visible, and now at me tags constantly vanish, especially if to reinstall foobar2000, and also already it is impossible to archive a collection and to transfer to other computer - tags are lost: (
I liked an old method therefore I ask a tick that it was possible to switch over to old option  .
Title: foo_dumb
Post by: kode54 on 15 January, 2013, 02:03:58 PM
For now, you can try keeping the tag database synchronized between systems. It is in the configuration folder, inside index-data, named A0E37853-491D-4659-A509-F409BE0A9BF4.
Title: foo_dumb
Post by: Zageron on 17 January, 2013, 04:58:15 PM
I cannot get the following songs to play back correctly in foo_dumb. They playback just fine in Milky.
Unsure how to fix, or what the problem is.

Thank you!

https://dl.dropbox.com/u/43458843/Best_Friends_Forever.rar (https://dl.dropbox.com/u/43458843/Best_Friends_Forever.rar)
Title: foo_dumb
Post by: kode54 on 17 January, 2013, 07:35:05 PM
https://dl.dropbox.com/u/43458843/Best_Friends_Forever.rar (https://dl.dropbox.com/u/43458843/Best_Friends_Forever.rar)

Fixed. Several of the instruments have envelope nodes which have values greater than the limit of 64. I now mimic the behavior of Fast Tracker 2, which is to clamp them to 64, rather than throwing an error.
Title: foo_dumb
Post by: Zageron on 17 January, 2013, 08:12:47 PM
https://dl.dropbox.com/u/43458843/Best_Friends_Forever.rar (https://dl.dropbox.com/u/43458843/Best_Friends_Forever.rar)

Fixed. Several of the instruments have envelope nodes which have values greater than the limit of 64. I now mimic the behavior of Fast Tracker 2, which is to clamp them to 64, rather than throwing an error.


Woah, fast fix.
However,
Quote
Unrecoverable playback error: Not enough storage is available to complete this operation.  (0x8007000E)


http://www.zageron.com/img/20130118011319317.png (http://www.zageron.com/img/20130118011319317.png)
Title: foo_dumb
Post by: kode54 on 17 January, 2013, 08:32:10 PM
My component would not be throwing Win32 error codes. Try reconfiguring your output device, or if you're playing the files from a Windows share, try verifying that you can still read the files elsewhere.
Title: foo_dumb
Post by: Zageron on 17 January, 2013, 08:35:19 PM
Yes, my apologies. I logged out / in and it worked just fine.

Thank you for the fix!
Title: foo_dumb
Post by: CJ Flash on 18 January, 2013, 09:27:49 AM
kode54
Hi, foobar2k is processing this (http://www50.zippyshare.com/v/24340762/file.html) IT-mod endlessly (CPU time ~50%). Could you fix it, if possible?
Quote
foo_dumb.dll (2013-01-18 14:05:46 UTC) DUMB module decoder 1.0.4
Title: foo_dumb
Post by: deus-ex on 22 January, 2013, 01:54:46 PM
I found another module which is replayed incorrectly: orange.ft (http://ftp://ftp.modland.com/pub/modules/Fasttracker/Dune/orange.ft) (Fasttracker 8ch). It used to play fine previously, I don't know with which version of foo_dumb it broke.
Title: foo_dumb
Post by: CJ Flash on 22 January, 2013, 03:19:04 PM
Quote
foo_dumb.dll (2013-01-22 20:11:26 UTC) DUMB module decoder 1.0.5
- Fixed a serious error in the IT reader's MPT extension parser

Everything's ok now, thanks
Title: foo_dumb
Post by: kode54 on 22 January, 2013, 10:06:07 PM
I found another module which is replayed incorrectly: orange.ft (http://ftp://ftp.modland.com/pub/modules/Fasttracker/Dune/orange.ft) (Fasttracker 8ch). It used to play fine previously, I don't know with which version of foo_dumb it broke.


Disable the playptmod mode, it wasn't really designed with FastTracker MODs in mind, but I may fix that issue if I can figure out what it is.
Title: foo_dumb
Post by: kode54 on 24 January, 2013, 08:11:38 PM
I posted a workaround in my playptmod fork, which is unlikely to fix that module, and probably has nothing to do with what that module was doing. It works around another suspicious module, which even acts strangely in the original playptmod, but due to how my version is different, this issue would cause a complete lockup in the mixer loop.

Aha, apparently, it's related to using a high base pitch, and there being no period clamping on the vibrato code. Verified that original Protracker has no clamping on the vibrato either. I'm leaving this workaround in, as muting notes which have the equivalent of INF pitch is better than the player locking up completely.

Also, this issue didn't exist in the original playptmod, because it mixed samples differently, and INF pitch (effective period of 0 or less, which causes it to set the channel rate to 0) would likely only cause it to emit the same sample over and over for that channel, instead of locking up trying to write an infinite number of sinc pulses to the mixer buffer.

Hmm, original author has decided to add clamping, so I'll just duplicate that. Likely fixes it, but workaround stays just in case funny things happen in the future.

EDIT: Okay, the workaround didn't fix a further attempt to make it crash, but the current version fixes it now with clamping.
Title: foo_dumb
Post by: deus-ex on 28 January, 2013, 07:00:45 AM
I posted a workaround in my playptmod fork, which is unlikely to fix that module, and probably has nothing to do with what that module was doing.

Yes, latest release of foo_dumb didn't fix playback for orange.mod (8 chn), so I disabled playptmod as per your suggestion and the issue is gone.

Here's something I found to be disturbing for quite a while but never came around to mention it. I find the playback of .psm modules to be inaccurate regarding the volume in certain cases. This is most noticable at the beginning of below listed modules where the volume of certain channels appear to be too low, almost silent.

Jazz Jackrabbit - Battleships (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20song15%20-%20battleships.psm)
Jazz Jackrabbit - Tubelectric (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20song3%20-%20tubelectric.psm)
Jazz Jackrabbit - Industrius (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20songcd1%20-%20industrius.psm)
Jazz Jackrabbit - Lagunicus (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20songcd8%20-%20lagunicus.psm)
Title: foo_dumb
Post by: kode54 on 28 January, 2013, 11:05:03 PM
Seems to have something to do with the use of surround for channels. Would you suggest I reimplement surround altogether to apply a little phase offset to the phase inversion, or even implement it to output an actual rear channel so users can downmix their modules themselves?
Title: foo_dumb
Post by: deus-ex on 29 January, 2013, 07:19:57 AM
Seems to have something to do with the use of surround for channels. Would you suggest I reimplement surround altogether to apply a little phase offset to the phase inversion, or even implement it to output an actual rear channel so users can downmix their modules themselves?

Tracker modules utilizing surround channel configuration are rather uncommon. At least actually I can't name any making use of it (more so any which does require surround channel playback for accurate recreation). Having said that you understand I hardly can give you a profound suggestion on which of the both options you offer to pursue. I didn't know that .psm modules support and actually make use of a surround channel setup.
Title: foo_dumb
Post by: kode54 on 30 January, 2013, 07:34:24 PM
They make use of the surround effect, which is commonly implemented in stereo module players by playing the sample exactly centered, but one channel phase inverted. This kills the bass signal fed to a subwoofer if phase inversion isn't accounted for somehow, as the two channels will cancel each other out if they are simply added together.
Title: foo_dumb
Post by: gorkha on 09 February, 2013, 11:48:06 AM
This old amiga module: Endtheme (http://amp.dascene.net/downmod.php?index=37464) sounds wrong. The bass sounds like it plays extra notes or double, lacking a better way to describe it.
I renamed it to a .mod extension to get it playing.
Title: foo_dumb
Post by: jgke on 10 February, 2013, 08:34:16 AM
Some tracks load into multiple different entries, Example (http://modarchive.org/index.php?request=view_by_moduleid&query=59025).
Title: foo_dumb
Post by: deus-ex on 10 February, 2013, 10:12:04 AM
Yes, and there's nothing wrong with that. Usually these entries represent subsongs or different themes of the main tune which are intended to be used in the production the module belongs to. Sometimes though these are just abandoned left overs (ideas) the module author toyed with when composing the tune. If you do not want certain subsongs to be played while listening to a module on a regularly basis simply create a playlist and delete any unwanted subsong entries form that playlist.
Title: foo_dumb
Post by: kode54 on 10 February, 2013, 02:55:02 PM
This old amiga module: Endtheme (http://amp.dascene.net/downmod.php?index=37464) sounds wrong. The bass sounds like it plays extra notes or double, lacking a better way to describe it.
I renamed it to a .mod extension to get it playing.

Fixed the looping problem, thanks to 8bitbubsy.
Title: foo_dumb
Post by: gorkha on 11 February, 2013, 04:45:18 AM
This old amiga module: Endtheme (http://amp.dascene.net/downmod.php?index=37464) sounds wrong. The bass sounds like it plays extra notes or double, lacking a better way to describe it.
I renamed it to a .mod extension to get it playing.

Fixed the looping problem, thanks to 8bitbubsy.

Awesome !
Title: foo_dumb
Post by: Ligushka on 14 February, 2013, 06:57:22 PM
I believe METROiD - The Punisher +4trn.mod sounds slightly incorrect (with DUMB 1.0.9) - listen to the background melody in the left channel at the beginning and throughout most of the song
Title: foo_dumb
Post by: kode54 on 14 February, 2013, 07:35:09 PM
I have already told you this is intentional. Try both with and without the playptmod mode. The playptmod mode is nearly* 100% accurate to behavior mapped from disassembling Protracker itself. It is by design. Please stop reporting features most players don't bother to implement as bugs.

Also, the name of this module is enjoy the silence by emax. For future reference, in case you feel like reporting the same "bug" again.

* I say nearly 100% because Protracker did not support greater than 4 channels, nor did the Amiga support the four extra octaves of pitch range which are enabled by default.
Title: foo_dumb
Post by: Ligushka on 15 February, 2013, 01:16:44 AM
I do remember reporting this difference for an earlier version of dumb, though I do not recall the reverb of the melody increasing in pitch at the end as it does now - that is what I believe to be incorrect. Sorry if I was unclear previously (or still am in some way). I have listened with and without playptmod and I do not hear this same raise in pitch.
Title: foo_dumb
Post by: kode54 on 15 February, 2013, 03:48:18 AM
That tone increasing in pitch only happens in Protracker, and with playptmod mode enabled, as it is by default.
Title: foo_dumb
Post by: Ligushka on 15 February, 2013, 12:46:27 PM
Okay, thanks for the explanation. Sorry if I wasted your time.
Title: foo_dumb
Post by: kode54 on 15 February, 2013, 09:50:25 PM
You didn't really waste much of my time. I did remember that particular intro's name as being posted before, but I had to dig through my various download folders to find it again, so I could verify what you posted.

It is indeed different with the current default settings. If you prefer it at least the other way, disable playptmod in the configuration page.
Title: foo_dumb
Post by: LordOfOrder on 16 February, 2013, 07:37:33 AM
Hello, kode54! Foobar2000 v.1.2.3, DUMB v.1.0.9. Problem with transition to the given place in a track.
Example: http://modarchive.org/data/downloads.php?m...=64784#old2.mod (http://modarchive.org/data/downloads.php?moduleid=64784#old2.mod)
If to include and directly to transfer at 1:33 (for example) that it will be incorrect to be lost, at any slow speed. Before such wasn't...

P.S. The devil, after cleaning of a playlist and player restarting an error disappeared, but I swear, it was. I restarted before a player without cleaning of a playlist, and the error was.
Title: foo_dumb
Post by: Ligushka on 20 February, 2013, 12:30:57 PM
DUMB 1.0.10 fails to install via the auto-updater; foobar2000 1.2.3 restarts after updating and I check again, and the same update is still given. Updating manually yields the same result. Is anybody else experiencing the same issue?
Title: foo_dumb
Post by: kode54 on 21 February, 2013, 12:18:07 AM
Whoops, sorted that one.
Title: foo_dumb
Post by: gorkha on 23 March, 2013, 08:55:53 AM
When I press "next" fast through a list of modules it will display the message "Unsupported file format or corrupted file" for some of the files. If I do it slow it plays them just fine.
using version 1.0.11
Title: foo_dumb
Post by: gorkha on 25 March, 2013, 05:28:21 AM
I have compiled a little collection of modules not currently working with foo_dumb, I have put them on my website with a note List of Modules (http://gorkha.dk/modules/)
Title: foo_dumb
Post by: deus-ex on 25 March, 2013, 08:15:34 AM
echobea3.mod = Noisetracker, supported by foo_dumb, plays fine here

jan_caper_-_italo2.mod, rainbow.mod = Soundtracker 2.6, not supported by foo_dumb

runaway.mod = MED 2.10, not supported by foo_dumb

plasticd.mod = OctaMED 4.0, not supported by foo_dumb

mix.mod = Protracker, supported by foo_dumb
Improperly ripped module, first 128 bytes need to be removed from file header (8 zeros at end of file can be removed as well): mix_(fixed).mod (http://www.hydrogenaudio.org/forums/index.php?act=attach&type=post&id=7442)
Title: foo_dumb
Post by: gorkha on 25 March, 2013, 08:59:57 AM
That was incredible fast
however I get "Unsupported file format or corrupted file" when trying to play echobea3.mod
Title: foo_dumb
Post by: deus-ex on 29 April, 2013, 01:38:04 PM
Here's something I found to be disturbing for quite a while but never came around to mention it. I find the playback of .psm modules to be inaccurate regarding the volume in certain cases. This is most noticable at the beginning of below listed modules where the volume of certain channels appear to be too low, almost silent.

Jazz Jackrabbit - Battleships (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20song15%20-%20battleships.psm)
Jazz Jackrabbit - Tubelectric (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20song3%20-%20tubelectric.psm)
Jazz Jackrabbit - Industrius (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20songcd1%20-%20industrius.psm)
Jazz Jackrabbit - Lagunicus (http://ftp://ftp.modland.com/pub/modules/Epic%20Megagames%20MASI/Robert%20Allen/jazz%20jackrabbit%20-%20songcd8%20-%20lagunicus.psm)

Hi kode54,

do you have any plans to address this issue? I'm worried that you may have forgotten about it.
Title: foo_dumb
Post by: kode54 on 30 April, 2013, 10:21:37 AM
There is nothing to address. Either I output real surround sound, or you deal with phase inversion causing your subwoofer to cut out all the "surround" channels.
Title: foo_dumb
Post by: deus-ex on 30 April, 2013, 12:39:44 PM
Either I output real surround sound, or you deal with phase inversion causing your subwoofer to cut out all the "surround" channels.

I suppose as the later is not an obvious solution - unless maybe one is aware of this discussion -  I favor the plugin would be able to output real surround sound.
Title: foo_dumb
Post by: kode54 on 30 April, 2013, 04:12:15 PM
You're in luck, I implemented surround support. Now it's all up to your surround system, sound hardware, or at least a downmixing DSP component.
Title: foo_dumb
Post by: mudlord on 01 May, 2013, 04:19:54 AM
And now SoundTouch based DSPs are broken, unless end users downmix. Very unlikely to fix since its a design "feature" in SoundTouch itself. Unless each chunk instance is fed into a separate class and "mono" samples are fed on each sub DSP instance, just like the others. Oh joy, hacks and a half are fun.
Title: foo_dumb
Post by: kode54 on 01 May, 2013, 01:05:11 PM
SoundTouch doesn't support arbitrary numbers of channels? That's weird.
Title: foo_dumb
Post by: mudlord on 01 May, 2013, 07:24:57 PM
Correct, it doesn't. Oh well, said downmix DSP component works well enough.
Title: foo_dumb
Post by: Rotareneg on 26 May, 2013, 11:14:26 PM
I've noticed some odd popping sounds on another Amiga mod with playptmod on: leander world two.mod (http://ftp://ftp.modland.com/../pub/modules/Protracker/Tim%20Wright/leander%20world%20two.mod). No big deal, just thought I'd mention it in case it isn't supposed to do that.
Title: foo_dumb
Post by: lvqcl on 26 May, 2013, 11:52:36 PM
Another track where playptmod sounds differently: syreen2.mod (http://modarchive.org/module.php?62840).

Note the discontinuity in the waveform at 42.84 sec:

(https://hydrogenaud.io/imgcache.php?id=e8b899580d4ff613e13f57353e7425a0" rel="cached" data-warn="External image, click to view at original size" data-url="http://i.imgur.com/Ts3FCwd.png)
Title: foo_dumb
Post by: 8bitbubsy on 31 May, 2013, 08:05:15 PM
Well, you didn't say if playptmod does it wrong or correct, how am I supposed to know? Did you test the module in ProTracker 1.3B and 2.3D? (don't bother with 3.x, it's another story...)
Suspicious DC offset jumps are not too uncommon in modules, it happens if you suddenly switch to another sample while a previous sample is playing on the specific channel. Also keep in mind that playptmod emulates a quirk where a new (not same sample number) sample (with no note given) will not make the active sample change until it has played beyond LEN or LOOP_LEN one time. I aim to make playptmod as PT-accurate as I can, while not focusing too much on FastTracker 1 MODs and whatnot.
Title: foo_dumb
Post by: lvqcl on 31 May, 2013, 10:33:06 PM
I downloaded ProTracker Win32 from 16-bits.org and that's how it renders this place (yellow dotted line is still at 42.84 sec; and there are many other such places, this is just one of them):

(https://hydrogenaud.io/imgcache.php?id=688497a96ada6d5a7a3961074708e6a5" rel="cached" data-warn="External image, click to view at original size" data-url="http://i.imgur.com/pzSyBrk.png)

and that's foo_dumb with playptmod disabled:

(https://hydrogenaud.io/imgcache.php?id=4f76bf59d88eda880760f3c5cb4ae0cc" rel="cached" data-warn="External image, click to view at original size" data-url="http://i.imgur.com/A7SBMZV.png)


So I think that foo_dumb+playptmod play this file incorrectly.
Title: foo_dumb
Post by: Rotareneg on 01 June, 2013, 12:42:30 AM
Just checked and my sample has the same discontinuities when played with playptmod enabled, which aren't present in the actual game or when playing the mod with UADE or with playptmod disabled in foo_dumb.
Title: foo_dumb
Post by: kode54 on 01 June, 2013, 06:56:27 PM
It must be a bug in my version of playptmod.
Title: foo_dumb
Post by: LordOfOrder on 06 June, 2013, 10:48:45 PM
Hello, kode54! (Foobar2000 1.2.6 + DUMB 1.0.23):
1) The song proceeds after its termination. That is doesn't come to an end never. Occurs on IT and XM.
2) Upon multiple transitions on a time scale if, for example, to transfer at 1:00, and then to return at 00:30, there is any mess - the specified place doesn't correspond to the valid.
All this is watched on many different chiptunes.
P.S. When playing MOD the strange thing: Length of a song 0:52. However the song can will end and at 0:53, and 0:54 (if to look on a time scale) before transition to the beginning.
Title: foo_dumb
Post by: Palm on 08 June, 2013, 02:08:53 AM
There is an error message appearing after DUMB Module decoder 1.0.24 (http://www.foobar2000.org/components/view/foo_dumb) update on foobar v.1.2.6 installed on WinXP SP3.
Where can I download the previous version of DUMB Module decoder?
(in Reason: Not found this procedure)
(https://hydrogenaud.io/imgcache.php?id=10c1a2fc103ecfecd8ba7b382fa6c68b" rel="cached" data-warn="External image, click to view at original size" data-url="http://i6.imageban.ru/out/2013/06/08/9e7bf87a7e6bda939beedd225c2af602.gif)
Title: foo_dumb
Post by: Robertina on 08 June, 2013, 07:13:58 AM
Palm,

I assume that the installation of the MS Visual C++ 2010 Redistributable Package (http://www.microsoft.com/ru-ru/download/details.aspx?id=5555) will fix that.

If it doesn't please tell me and I will upload foo_dumb v1.0.20 for you (older versions back to v0.9.8.04 are also available here).
Title: foo_dumb
Post by: deus-ex on 08 June, 2013, 07:19:40 AM
Unfortunately something broke with foo_dumb v1.0.24 which produces a lot of sound distortion with certain modules, similar to a constant high frequent clipping. Reverting back to foo_dumb v1.0.23 solves the issue for me.

Where can I download the previous version of DUMB Module decoder?

Foo_DUMB Module decoder v1.0.23 can be acquired here (http://ftp://modland.ziphoid.com/pub/software/players/Windows/Foobar2000%20v1.0/input%20plugins/Foo_DUMB%20Module%20decoder%20v1.0.23.7z) at MODLAND.
Title: foo_dumb
Post by: Palm on 08 June, 2013, 08:45:09 AM
Palm,
I assume that the installation of the MS Visual C++ 2010 Redistributable Package (http://www.microsoft.com/ru-ru/download/details.aspx?id=5555) will fix that.

I have installed MS Visual C++ Redistributable packags 2005 SP1, 2008 SP1, 2010 SP1, 2012.

Foo_DUMB Module decoder v1.0.23 can be acquired here (http://ftp://modland.ziphoid.com/pub/software/players/Windows/Foobar2000%20v1.0/input%20plugins/Foo_DUMB%20Module%20decoder%20v1.0.23.7z) at MODLAND.

Thanks for the 1.0.23 version! Error message doesn't appear anymore. 

It is probably decoder developers' error.
Title: foo_dumb
Post by: deus-ex on 08 June, 2013, 03:44:59 PM
Unfortunately something broke with foo_dumb v1.0.24 which produces a lot of sound distortion with certain modules, similar to a constant high frequent clipping. Reverting back to foo_dumb v1.0.23 solves the issue for me.

Got the same experience with foo_dumb v1.0.25 as described above, reverted back to v1.0.23.
Title: foo_dumb
Post by: kode54 on 08 June, 2013, 04:32:53 PM
There is no redist issue with foo_dumb, or any of my components, as I use static runtime. The only issue was that 1.0.24 required Vista or newer due to a bug in MSVC 2012 v110_xp targeting pack.
Title: foo_dumb
Post by: Palm on 09 June, 2013, 12:04:07 AM
The only issue was that 1.0.24 required Vista or newer due to a bug in MSVC 2012 v110_xp targeting pack.

I have installed latest version of MS Visual C++ 2012 Redistributable (x86) Update 1 (v11.0.51106.1 from 26.11.2012) for XP.
What should I do? Keep foo_dumb v1.0.23 ?
Title: foo_dumb
Post by: kode54 on 09 June, 2013, 12:28:29 AM
Are you sure 1.0.25 does not work? It may require that you have Service Pack 3 installed.
Title: foo_dumb
Post by: Palm on 09 June, 2013, 02:32:41 AM
Are you sure 1.0.25 does not work?

I was be afraid to install version 1.0.25 while reading deus-ex's message (http://www.hydrogenaudio.org/forums/index.php?showtopic=27367&view=findpost&p=836617).
Just checked and problem has gone. Thanks! 
Title: foo_dumb
Post by: Case on 09 June, 2013, 03:14:48 AM
deus-ex, care to name some modules that show the broken behavior? Perhaps that would get kode54's attention.
Title: foo_dumb
Post by: deus-ex on 09 June, 2013, 04:19:36 AM
Yeah, sure, no problem. Make sure to turn down the volume before checking.

ftp://modland.ziphoid.com/pub/modules/Imp...ow%20dreamer.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Aymes/slow%20dreamer.it)
ftp://modland.ziphoid.com/pub/modules/Imp...0not%20bossa.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Cdnalsi/why%20not%20bossa.it)
ftp://modland.ziphoid.com/pub/modules/Imp...ity%20street.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Chris%20Jarvis/city%20street.it)
ftp://modland.ziphoid.com/pub/modules/Imp...is/evergreen.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Chris%20Jarvis/evergreen.it)
ftp://modland.ziphoid.com/pub/modules/Imp...noli%20sigma.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Coda/cannoli%20sigma.it)
ftp://modland.ziphoid.com/pub/modules/Imp...er/Coda/earl.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Coda/earl.it)
ftp://modland.ziphoid.com/pub/modules/Imp...ker/Coda/lee.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Coda/lee.it)
ftp://modland.ziphoid.com/pub/modules/Imp...oda/mousedog.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Coda/mousedog.it)
ftp://modland.ziphoid.com/pub/modules/Imp...on%20doilies.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Coda/rangoon%20doilies.it)
ftp://modland.ziphoid.com/pub/modules/Imp...r%20gardener.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Coda/silver%20gardener.it)
Title: foo_dumb
Post by: kode54 on 09 June, 2013, 06:14:15 AM
Um, yeah. MSVC 2012 completely breaks my neat SSE intrinsic function based resonant filter function. I've disabled it.
Title: foo_dumb
Post by: deus-ex on 09 June, 2013, 08:11:25 AM
Yep, confirmed, that fixed it.
Title: foo_dumb
Post by: lvqcl on 09 June, 2013, 08:20:51 AM
1.0.26 also fixes playptmod problem mentioned in post #401.
Title: foo_dumb
Post by: LordOfOrder on 09 June, 2013, 11:19:23 AM
(Foobar2000 1.2.6 + DUMB 1.0.26).
Example: (http://amp.dascene.net/downmod.php?index=93603)
Very unpleasant effect is watched.
We include the song. We transfer closer by the end, for example at 2:40. Now we transfer at 1:00.
And now we try to transfer at 3:00. Voila: The song breaks and made a fresh start. There is on .xm, .it, .mod, can on any formats.
Title: foo_dumb
Post by: kode54 on 09 June, 2013, 02:39:49 PM
(Foobar2000 1.2.6 + DUMB 1.0.26).
Example: (http://amp.dascene.net/downmod.php?index=93603)
Very unpleasant effect is watched.
We include the song. We transfer closer by the end, for example at 2:40. Now we transfer at 1:00.
And now we try to transfer at 3:00. Voila: The song breaks and made a fresh start. There is on .xm, .it, .mod, can on any formats.

Fixed.
Title: foo_dumb
Post by: Melchior on 09 June, 2013, 03:13:17 PM
Um, yeah. MSVC 2012 completely breaks my neat SSE intrinsic function based resonant filter function. I've disabled it.



ahh so that's why there was a msvcrt.dll issue... you were linking against a new version of the MS VC++ RT....?

I didn't know there was a new one..
since you have fixed it already I'll not bother posting my bug report. or I could include the Dependency walker files.. it notes a few missing files and Functions..
I have files to attach... but this forum doesn't seem to allow it....



There is no redist issue with foo_dumb, or any of my components, as I use static runtime. The only issue was that 1.0.24 required Vista or newer due to a bug in MSVC 2012 v110_xp targeting pack.

Static linking is sweet takes allot of head ache out of it.
Title: foo_dumb
Post by: LordOfOrder on 11 June, 2013, 07:58:36 AM
In the last foo_dumb versions the extremely unpleasant bug was sometimes shown: When viewing information on the module (Properties) Track Title was displayed only. All remaining fields remained empty even the ambassador of Tools - Reload Info. Decided so: Foobar2000 restarting. Then MP3 file start, and then already again chiptunes opening. Usually occurs in case of start or foobar2000 restarting.
P.S. I tried to delete all files from index-data - works not always.
Title: foo_dumb
Post by: kode54 on 11 June, 2013, 03:07:19 PM
If you removed the tags, then all fields will be deleted in the internal database.
Title: foo_dumb
Post by: LordOfOrder on 12 June, 2013, 12:28:11 AM
Yes, I know. But I don't use an internal database. For example, yesterday, when I updated foo_dumb to 1.0.29, in properties ALL fields, except Track Title, at ALL chiptunes ceased to be displayed. And what chiptunes I wouldn't launch, at all only one field was displayed. I several times restarted Foobar2000 and deleted the file from index-data (weights 1kb), but it didn't work. Then at some instant everything again began to work, but I didn't understand that it is necessary to make precisely. It seems to me, there is a small error with the appeal to internal database...
Title: foo_dumb
Post by: kode54 on 12 June, 2013, 02:37:47 AM
If you have something set to write tags to songs, foo_dumb will tag your files, through its own internal database. Tags are referenced based on file hashes.

Obviously, something is removing all the tags from your files.
Title: foo_dumb
Post by: bbrabant on 12 June, 2013, 08:59:24 AM
Hello,

I have a problem using the latest version of foo_dumb. After applying the update and restarting foobar an error message comes up:

Error information:

Failed to load DLL: foo_dumb.dll
Reason: Unknown error code (3221225501)

My system information:

windows xp pro sp3
amd Athlon xp (Instructions sets   MMX (+), 3DNow! (+), SSE)
foobar 1.2.6
foo_dumb 1.0.29
Microsoft Visual C++ 2012 Redistributable (x86) - 11.0.51106

Is my system to old? (no sse2)or is there something else missing?

Also tried foo_dump 1.0.30 but got the same error message.

greets,

Ben
Title: foo_dumb
Post by: lvqcl on 12 June, 2013, 09:32:56 AM
By the way foo_dumb 1.0.30 doesn't inclde unmo3.dll. Is it inteneded?
Title: foo_dumb
Post by: kode54 on 12 June, 2013, 10:25:15 AM
Please redownload and install the component again using the main Components preference page, or by opening the download directly.
Title: foo_dumb
Post by: bbrabant on 12 June, 2013, 10:47:59 AM
Hello,

I have a problem using the latest version of foo_dumb. After applying the update and restarting foobar an error message comes up:

Error information:

Failed to load DLL: foo_dumb.dll
Reason: Unknown error code (3221225501)



Thank you very much. Foo_dumb 1.0.30 is working (again)!!!!

Greetz
Title: foo_dumb
Post by: kode54 on 19 July, 2013, 06:56:01 PM
URGENT FIX: The last two or so versions would crash processing any format which did not have envelopes, unless it was MOD or XM. If you find your player crashing on startup due to Media Library processing your module collection, start in Safe Mode and remove foo_dumb, then reinstall using the latest version. Your settings will be preserved.
Title: foo_dumb
Post by: LordOfOrder on 01 August, 2013, 11:04:46 AM
foobar2000 v.1.2.9, DUMB v.1.0.41. The correct sounding of a track broke: http://amp.dascene.net/downmod.php?index=121722 (http://amp.dascene.net/downmod.php?index=121722)
When was 1.0.31 - everything was normal.
Title: foo_dumb
Post by: kode54 on 01 August, 2013, 11:58:11 AM
The backwards arpeggios? That's how Fast Tracker II plays them. In fact, Fast Tracker II also has an arpeggio note picker table that only extends to 16 ticks, so if a song uses a speed greater than 16, it starts picking values from the vibrato table that immediately follows it. It does clip them to 2, though.

Apparently, my player also has a problem with this change if an XM specifies a header speed of 32 or greater. I should probably mask the access to the first 32 ticks. In fact, I'll do that right now.

EDIT: Ugh, repeat plays break. Sounds like I'm not initializing something properly.

EDIT 2: Yeah, that was literally a dumb bug. I didn't observe that sigrenderer->tick counted down from speed to 1, rather than up from 0 to speed-1. All formats except for XM had backwards arpeggios, and XM stepped arpeggios to an index of -1 into the offsets table, which screwed up as well. All fixed, I hope.
Title: foo_dumb
Post by: lvqcl on 01 August, 2013, 02:48:17 PM
Found another problematic sample for foo_dumb+playptmod (again from Star Control II (http://wiki.uqm.stack.nl/Star_Control_Music)): http://uqm.stack.nl/files/music/original/races/talkpet.mod (http://uqm.stack.nl/files/music/original/races/talkpet.mod)

And it seems that there's a bug in playptmod... ProTracker-win32 plays it even less correct than foo_dumb.
Title: foo_dumb
Post by: 8bitbubsy on 01 August, 2013, 03:55:50 PM
Found another problematic sample for foo_dumb+playptmod (again from Star Control II (http://wiki.uqm.stack.nl/Star_Control_Music)): http://uqm.stack.nl/files/music/original/races/talkpet.mod (http://uqm.stack.nl/files/music/original/races/talkpet.mod)

And it seems that there's a bug in playptmod... ProTracker-win32 plays it even less correct than foo_dumb.

You didn't mention what the playback problem is. The module is horrible, I start to wonder if it's a bad rip or something.
And what playptmod bug are you talking about? If it sounds weird, try it in a good player first. Like XMPlay or Open ModPlug Tracker.
Not to sound arrogant, but I bet that the problem is a bad rip.

EDIT: As I thought! It's a bad rip, the pattern data is not the way it should be. This will not be fixed. Broken modules are broken, trying to make hardcoded replayer patches for them is a huge waste of time. Not to mention that it's extremely filthy.
Title: foo_dumb
Post by: 8bitbubsy on 01 August, 2013, 05:11:02 PM
Argh, can't edit my last post any longer...
Anyways, I found out the problem. It's not a bad rip after all (despite being nothing like normal music), it just has extended octaves/notes. Since it's a 4 channel .MOD, playptmod assumes it's a ProTracker MOD, so it doesn't enable extended octaves. Also, there seems to be a bug in PTWIN32 where I forgot to handle out-of-range notes properly in the pattern viewer. I'll fix that now (it'll only change the visuals, not the playback).

EDIT: Ok, I updated PTWIN32 now, it did nasty things on "out of range" notes.
Title: foo_dumb
Post by: kode54 on 01 August, 2013, 05:13:22 PM
I'll add a workaround to playptmod on my side that will detect the first out of range note from the file and extend the playback range in that case. It is unlikely for files to use notes outside the conventional range unless they actually mean it.
Title: foo_dumb
Post by: lvqcl on 02 August, 2013, 10:34:12 AM
Great, 1.0.43 works with this track without problems.

...but... there's a small difference between foo_dumb+playptmod and foo_dumb w/o playptmod. The former generates a lower tone at ~17th second (the difference is 5...6%). Don't know what version is more correct though.
Title: foo_dumb
Post by: PhrostByte on 06 August, 2013, 03:04:49 PM
Not relevant to the topic at all.. just wanted to say I've been with foobar since the beginning, and I wanted to say I appreciate you and all your hard work kode. Good to see you're still going strong.
Title: foo_dumb
Post by: Nahkranoth on 23 August, 2013, 04:19:54 AM
Hi, kode!

Got some problematic module. When adding it to playlist its scanning seems to go on forever.
Plays fine with XMPlay and OpenMPT tracker (no wonder though).
Here's the module.
link (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Skaven/coop-Siren/bejeweled%20iii.it)

May I ocasionally ask, what is the advantage of having playptmod checkbox on? Where it is actually applicable? Some tracks definitely sound crappier that way.
Title: foo_dumb
Post by: kode54 on 23 August, 2013, 06:37:34 PM
Playptmod is applicable for all Protracker and Fast Tracker II compatible .MOD files, as well as even older Noisetracker files. It is supposed to sound reminiscent of an Amiga playing the files, and it also replicates all of the bugs and other odd behaviors of the original Protracker. If you prefer your Amiga MODs to be interpolated, disable it.

EDIT: Fixed your Bejeweled III module too.
Title: foo_dumb
Post by: deus-ex on 24 August, 2013, 05:23:42 AM
A drum beat should be played throughout this entire module make it simple.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Platosha/make%20it%20simple.it). Foo_DUMB does not play it from order 04 to 28. Also recreation of the drum sound has a deep reverb which should not be there.
Title: foo_dumb
Post by: Nahkranoth on 24 August, 2013, 02:39:08 PM
Playptmod is applicable for all Protracker and Fast Tracker II compatible .MOD files, as well as even older Noisetracker files. It is supposed to sound reminiscent of an Amiga playing the files, and it also replicates all of the bugs and other odd behaviors of the original Protracker. If you prefer your Amiga MODs to be interpolated, disable it.
Thanks for the explanation!

EDIT: Fixed your Bejeweled III module too.



It was the only module with such problem.

And thanks for being an active part of foobar community (and the developer of so many useful plugins).

Title: foo_dumb
Post by: deus-ex on 25 August, 2013, 01:19:02 PM
A drum beat should be played throughout this entire module make it simple.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Platosha/make%20it%20simple.it). Foo_DUMB does not play it from order 04 to 28. Also recreation of the drum sound has a deep reverb which should not be there.

...aaaand fixed.

Thank you, Kode54.
Title: foo_dumb
Post by: deus-ex on 26 August, 2013, 10:54:48 AM
I'm sorry to report that the recent fix seems to have caused new issues. For example the sound of the lead instrument in signature.it (http://ftp://modland.ziphoid.com/pub/modules/Impulsetracker/Saga%20Musix/signature.it) which kicks in at Order 13 is always cut (silenced) prematurely. The module played nicely with foo_dumb v1.0.45.
Title: foo_dumb
Post by: kode54 on 27 August, 2013, 01:58:28 AM
I've fixed it, but I'm sorry to report that the issue was something long standing that you've only noticed just now. It's been there since the earliest of New Note Action code, where it was decided either by myself or by entheh before me that invalid notes would cause a note cut. Apparently, not only do they cause a note fade, but newer trackers like OpenMPT and Schism Tracker actually abuse that design and support a Note Fade command (~~~) in the editor.
Title: foo_dumb
Post by: deus-ex on 27 August, 2013, 10:35:23 AM
Osom!! Thanks again for fixing.
Title: foo_dumb
Post by: mezenga on 27 August, 2013, 02:54:56 PM
Got two impulse tracker modules broken after the update from 1.0.43 -> 1.0.49:
Some instruments kept playing where they used to stop.

After a quick check with OpenMPT, it seems that foo_dumb is ignoring the Note Off command.
tazing.it (http://files.exotica.org.uk/modland/?file=pub/modules/Impulsetracker/DJ%20Tek/tazing.it) (patterns 04, 25; channels 16*, 17).
wacked transmove.it (http://files.exotica.org.uk/modland/?file=pub/modules/Impulsetracker/DJ%20Tek/wacked%20transmove.it) (patterns 1, 2, 0; channel 3)
(*) channels 11, 16 on foo_dumb.
Title: foo_dumb
Post by: kode54 on 28 August, 2013, 12:31:16 AM
Yeah, those and bunches more should be fixed, after exactly 1.0.49 broke them.
Title: foo_dumb
Post by: deus-ex on 31 August, 2013, 02:59:10 PM
Yeah, those and bunches more should be fixed, after exactly 1.0.49 broke them.

I checked the current release v1.0.51 against my collection, no issues found, well done.
Though support for .psm modules appears to be broken, the format isn't recognized as being supported anymore.
Title: foo_dumb
Post by: kode54 on 01 September, 2013, 09:21:07 PM
Though support for .psm modules appears to be broken, the format isn't recognized as being supported anymore.

Works for me. If you can reproduce it with exact files, upload exact files to the forum and I'll check them out.
Title: foo_dumb
Post by: deus-ex on 02 September, 2013, 10:04:54 AM
Works for me. If you can reproduce it with exact files, upload exact files to the forum and I'll check them out.

Greetings from Murphy. As one could have guessed today the .psm modules all load and play fine as they used to.
Flawless victory for v1.0.51 then. 
Title: foo_dumb
Post by: kode54 on 22 October, 2013, 04:32:19 PM
Fixed a pretty serious flaw in playptmod. Or at least, a deficiency. In a previous incarnation, I had added Modplug ADPCM sample support, but one of the rewrites that occurred did not include that feature into the new code. I have since reimplemented ADPCM sample support, since there are a number of PC MODs which use it. Now they won't sound like utter garbage with the default of playptmod being enabled.
Title: foo_dumb
Post by: Melchior on 23 October, 2013, 04:11:05 PM
Fixed a pretty serious flaw in playptmod. Or at least, a deficiency. In a previous incarnation, I had added Modplug ADPCM sample support, but one of the rewrites that occurred did not include that feature into the new code. I have since reimplemented ADPCM sample support, since there are a number of PC MODs which use it. Now they won't sound like utter garbage with the default of playptmod being enabled.

thx for all the amazing Programming you do Kode54 ;^_^ I am avle to listen to great game and other music because fo you  =D
Title: foo_dumb
Post by: Anakunda on 24 October, 2013, 04:51:59 AM
Hmmm..this file has been tampered and may be infected by a virus, says..
Title: foo_dumb
Post by: kode54 on 24 October, 2013, 11:39:41 PM
Whoops, that's what I get for trying to digitally sign unmo3.dll, which is compressed.
Title: foo_dumb
Post by: EpicForever on 05 November, 2013, 05:57:55 PM
I noticed one thing. I can theoretically set fade time in format "m:s.ms" . But if I try to add colon or dot there, this field throws error that I can put there only a number. Seems it's a system error, as it is written in Polish (my system language). So how should be fading option filled - just with amount of milliseconds or ... ?
Title: foo_dumb
Post by: lvqcl on 22 November, 2013, 10:58:28 AM
foo_dumb crashes on saga_musix_-_timelord.it when interpolation is set to 'none'.
Title: foo_dumb
Post by: kode54 on 23 November, 2013, 11:26:46 PM
I noticed one thing. I can theoretically set fade time in format "m:s.ms" . But if I try to add colon or dot there, this field throws error that I can put there only a number. Seems it's a system error, as it is written in Polish (my system language). So how should be fading option filled - just with amount of milliseconds or ... ?

Fixed.

foo_dumb crashes on saga_musix_-_timelord.it when interpolation is set to 'none'.

This never happened to me, but it does run incredibly slow through several patches of the song where the sample rate of several notes is incredibly high. I've replaced the "none" mode with something different, but it's no faster at handling this particular song. So either render it to a lossless or lossy PCM file, or use a different interpolation mode for real time listening.
Title: foo_dumb
Post by: deus-ex on 24 November, 2013, 04:45:14 AM
foo_dumb crashes on saga_musix_-_timelord.it when interpolation is set to 'none'.

This never happened to me, but it does run incredibly slow through several patches of the song where the sample rate of several notes is incredibly high. I've replaced the "none" mode with something different, but it's no faster at handling this particular song. So either render it to a lossless or lossy PCM file, or use a different interpolation mode for real time listening.

The replacement of the interpolation routine "none" brakes more than it fixes:
I could go on providing more examples of Impulsetracker modules that are now played back with stuttering which used to play fine previously with foo_dumb v1.0.64.
Title: foo_dumb
Post by: kode54 on 24 November, 2013, 07:17:37 PM
So a revert to the perfectly functional previous version is in order. And it was never proven to crash for me at least, but it did skip and stutter on the track lvqcl mentioned.
Title: foo_dumb
Post by: deus-ex on 25 November, 2013, 02:56:16 AM
[...]And it was never proven to crash for me at least, but it did skip and stutter on the track lvqcl mentioned.

Unfortunately I can confirm that timelord.it does crash for me with v1.0.64, too. The crash is reproducible and occurs at order 10. I've uploaded the crash-log (http://www.hydrogenaudio.org/forums/index.php?showtopic=27368&view=findpost&p=851115), I hope it's of some help to you.
Title: foo_dumb
Post by: deus-ex on 26 November, 2013, 11:36:53 AM
Release v1.0.67 with the revert to the previous routine fixes the previously reported issues. Thank you for that.

I noticed that you also added a few tweaks which now enables me to play back module timelord.it, too. Though it does not play through flawlessly, yet. Strong stuttering appears between order 18 - 20, a light stutter in order 37, and heavy stuttering again from order 41 - 43 were the playback sometimes comes to an halt. Is there is room to tweak it a little more?

Btw, the download of current foo_dumb does not work from the foobar2000 components page, I had to visit your homepage.
Title: foo_dumb
Post by: kode54 on 26 November, 2013, 07:28:15 PM
You'll have to force a manual refresh on the pages, and if that doesn't work, you'll just have to use Internet Explorer or Google Chrome instead of Firefox to download from the main components page. Or you can, you know, click the Check for updated components option from the player itself and it will download updates for you.

As for speed, there's nothing I can do about that, short of sacrificing quality in the name of speed. I assume most of you are using the "none" mode because you like the sound, not because you assume it's faster. It's either this way, or high pitched samples alias horribly. And this particular module has a tough time with this resampling mode because Saga Musix did a lot of pitch shifting tiny sample loops well above the nyquist point for most reasonable output rates.

I can try and see if unrolling sample loops will speed it up, so it doesn't have to jump out of the mixing loop as often to reset the sample position. I can do this with samples with normal loops, but not if they use sustain loops.
Title: foo_dumb
Post by: Melchior on 26 November, 2013, 07:35:02 PM
You'll have to force a manual refresh on the pages, and if that doesn't work, you'll just have to use Internet Explorer or Google Chrome instead of Firefox to download from the main components page. Or you can, you know, click the Check for updated components option from the player itself and it will download updates for you.


its been doing this once and a long o' while...
I haven't noticed any benefit to forced refresh{[CTR]+[..F5]} at least not in my case...
so its acting up right now? I'll check it out myself...
Title: foo_dumb
Post by: kode54 on 26 November, 2013, 07:37:59 PM
Then it's been broken with Firefox either since some Firefox update, or since the anti-hotlink system has been in place ever since this components archive was first opened.
Title: foo_dumb
Post by: Melchior on 26 November, 2013, 07:42:13 PM
Then it's been broken with Firefox either since some Firefox update, or since the anti-hotlink system has been in place ever since this components archive was first opened.


anti-hot-link system? maybe that is it...., because I never really have any issues like that anywhere else...



Or you can, you know, click the Check for updated components option from the player itself and it will download updates for you.

this does not work for me sadly because I do not have internet at home...


ps:
the download link worked just fine me me no more then 3-5 minutes ago.
Title: foo_dumb
Post by: kode54 on 26 November, 2013, 07:45:31 PM
What kind of person doesn't have home Internet access in this day and age? I mean, what are you going to do the next time you get a jury duty summons? Just the other day, my mom got such a summons, and it asked her to report to a web site to fill out a survey within 5 days. Well, it did give her a phone number to fill out for a hard copy of the survey.
Title: foo_dumb
Post by: Melchior on 26 November, 2013, 08:22:10 PM
What kind of person doesn't have home Internet access in this day and age? I mean, what are you going to do the next time you get a jury duty summons? Just the other day, my mom got such a summons, and it asked her to report to a web site to fill out a survey within 5 days. Well, it did give her a phone number to fill out for a hard copy of the survey.

My life is kinda a mess (Mom's gone  Cancer 2007, etc..) (I'm more the conspiracy, NewAge, PC-Enthusiast, RPG, Sci-fi, Fantasy type, peaceful, love of nature ;^_^
regular jobs never quite worked out so I make do with what comes to me from time to time... like fix a PC once in a blue moon...
2008 till 2011 I volunteered for w LAN/Gaming center to help keep it running, I loved what I did there PC updates, and advanced configing, cleaning everything pretty much..

https://www.facebook.com/GalaxyGamingppf (https://www.facebook.com/GalaxyGamingppf)
this is the place I volunteered for the older pics are there too..

it worked for me because the owner has a Beautiful heart ;^_^
he let me be myself, go at my own pace, do things my own way ;^_^; so it all worked out
sadly he went under in August of 2011 ;;_;;



I don't have a Car or drivers license or a car (parents during the 90's never bothered plus the vehicles were mobile ash trays GROSS!!!!!!!! >_<)
no job, etc..
I get a bit of help  housing doen

ack outa time I will tell you the rest 2mrw my public library closes at
http://www.dover.lib.nh.us/ (http://www.dover.lib.nh.us/) see for your self
Title: foo_dumb
Post by: kode54 on 27 November, 2013, 02:10:45 AM
Interesting story, sorry I coaxed it out of you in that unfriendly manner. Actually, I was being sarcastic, but you can sort of see where I'm coming from. Even the bloody government expects everyone to have handy Internet access now.
Title: foo_dumb
Post by: deus-ex on 27 November, 2013, 02:13:35 AM
I assume most of you are using the "none" mode because you like the sound, not because you assume it's faster.

This!  For me the speed is good enough already. It's only this module causing a little trouble, but that does'nt bother me much. I just wanted to make you aware of any possibly uncovered issues.

I can try and see if unrolling sample loops will speed it up, so it doesn't have to jump out of the mixing loop as often to reset the sample position.

Sounds promising. Fingers crossed it's worth a try.
Title: foo_dumb
Post by: Melchior on 27 November, 2013, 02:27:53 PM
Interesting story, sorry I coaxed it out of you in that unfriendly manner. Actually, I was being sarcastic, but you can sort of see where I'm coming from. Even the bloody government expects everyone to have handy Internet access now.


its all good, being Gemini (born in Mid June) I apparently like to tell everyone my life story.. lol

and that's only part of the story loi...

a bicycle accident in August 2010 left kinks in my neck(C3 & C4) and where the shoulders(T1 & T2) meet...

I get electrical assistance which wipes 77% of the Power bill ;^_^;, and get help once and a while to pay the $9 Electric bill...

and food pantries, Soup Kitchen(two dinners a week on Tues & Thur) help me with a bit of food, plus I know the family that owns a local health food store they save food at the end of there sell by dates because they can't sell it after that and would otherwise go to the dumpster, soo all in house made, baked yummies, soups & deli mixes when ever any don't sell(;_;) I give them a new temp home in my Stomach lol ;^_^.

I lost my mother to cancer in October of 2007 ;_;, and my brother was the last to move out of my family's 3-bed-room in public housing (2009), and housing let me keep the 3BR for 3 years till a 1 BR opened up in the older part of housing so I am there now...(well at the library right this sec to get internet)...


and that is still only a fraction of my total life story loi.


ps:
as always thx soo! much for all the great programming you do (especially all the Foobar Game music extensions ;^_^
Title: foo_dumb
Post by: maa1 on 07 February, 2014, 05:07:45 PM
Please add support for .DMF, .ULT, .IXS file format!
Title: foo_dumb
Post by: timber on 08 February, 2014, 12:17:49 PM
Please add support for .DMF, .ULT, .IXS file format!


.IXS? I have never heard of that one.

.ULT should be relatively straightforward except for it's dual effects.
One think thought is that the doc doesn't mention it but from asking help within the tracker you see that most effects have memory.
Ah, one complication maybe, I think that Portamento is automatic ("fire and forget" like for 669).

.DMF on the other hand requires some adaptations because XTracker uses a very different tempo system with to quote "auto calculated speed" which I understand as dividing a row in enough steps to smoothly apply the effects. As effects are expressed in change during a whole row and most delays are in 1/16 of a row, I'd just fix the speed to 16 and adapt the tempo in consequence.

I mentioned 669, well I played with Composer669 recently (disable xms, ems, umb in DOSBox) and here are my conclusions:
- tempo is 31 frames/sec, i.e. 77.5 when translated in MOD tempo, so 78 as in Dumb is ok.
- pitch is probably represented as follows: C-0 is 100, C-1 is 200, C-2 is 400, C-3 is 800, i.e. neither an Amiga period nor an XM/IT "linear" mode but a fraction x/200 of the base frequency.
- slides have no limits and turn weird after a while. Slide down has the curious effect of sliding up after a while, something I have seen in several tunes. I guess that it occurs when the fraction becomes negative.
- vibrato oscillate every frame between high a normal value (i.e. type half square with speed 128), the depth seems to be 16 times that of slides.
- effect d, is kind like a finetune, except that if is unsigned, probably at twice the depth of a slide and does not need to be applied at the same time as a new note
Title: foo_dumb
Post by: netWilk on 08 February, 2014, 04:14:10 PM
Hi,

I found an issue with playing some MOD files using the foo_dumb plugin.  The pitch in the played module is wrong, making it sound quite weird.

example problem file:

http://modarchive.org/index.php?request=vi...amp;query=78970 (http://modarchive.org/index.php?request=view_by_moduleid&query=78970)

Winamp seems to be able to play it properly, so I suspect some kind of glitch in foo_dumb.  Funnily enough, the modarchive has another version of this module, and the other version plays with the correct pitch...

http://modarchive.org/index.php?request=vi...amp;query=52868 (http://modarchive.org/index.php?request=view_by_moduleid&query=52868)

Thanks!

netWilk
Title: foo_dumb
Post by: mudlord on 08 February, 2014, 09:42:38 PM
Is the pitch up by one semitone by any chance?
Title: foo_dumb
Post by: maa1 on 09 February, 2014, 05:38:03 AM
Also, please add support for .FAR file format!

timber
.IXS? I have never heard of that one.
http://files.myopera.com/mishanja.b/blog/ixsongs.zip (http://files.myopera.com/mishanja.b/blog/ixsongs.zip)
http://files.myopera.com/mishanja.b/blog/ixplayer.zip (http://files.myopera.com/mishanja.b/blog/ixplayer.zip)
Title: foo_dumb
Post by: 8bitbubsy on 10 February, 2014, 10:53:20 AM
Hi,

I found an issue with playing some MOD files using the foo_dumb plugin.  The pitch in the played module is wrong, making it sound quite weird.

example problem file:

http://modarchive.org/index.php?request=vi...amp;query=78970 (http://modarchive.org/index.php?request=view_by_moduleid&query=78970)

[...]

Thanks!

netWilk

That specific .MOD has non-standard periods stored in the pattern data, and playptmod seems to handle non-standard period wrong (not to be confused with extended periods).
I'll look into this, I'll fix it in ProTracker-win32 as well.
Title: foo_dumb
Post by: Zageron on 12 February, 2014, 03:52:01 PM
Found another possible issue.

This track has a loop in it which I believe is read into foobar incorrectly. Milky tracker plays the song correctly, but foobar does not.
When importing, the track splits into two pieces.

https://dl.dropboxusercontent.com/u/4345884...%20moments..rar (https://dl.dropboxusercontent.com/u/43458843/17%20-%20whispering%20moments..rar)

I've never seen this issue before.

Cheers/Thanks,
Title: foo_dumb
Post by: kode54 on 12 February, 2014, 09:44:00 PM
Not an error, merely a side effect of the sub song scanner. The last order is never reached because the global volume fades to zero for a full 10 seconds before that order is reached.
Title: foo_dumb
Post by: ZX_Chipzik on 04 March, 2014, 06:58:27 PM
Incorrect playback at the beginning of this song: "9 - Metal World - 02:19" - module: [Impulse Tracker]
Version foo_dumb 1.0.72
Link: Album Chiptunes 2007 (http://darkman007.untergrund.net/chiptune.php)
Title: foo_dumb
Post by: kode54 on 04 March, 2014, 08:28:46 PM
Fixed. It was an Oxx offset effect going past the end of a sample, which when old effects mode is disabled, causes the effect to be ignored. Only I extend non-looping samples by 64 points using LPC for the Lanczos interpolation, which made the sample just long enough for the offset command to fit. I've adjusted the offset effect handler to take that into consideration.
Title: foo_dumb
Post by: ZX_Chipzik on 05 March, 2014, 06:33:54 AM
Fixed.

Cool. Thank you ever so much
Title: foo_dumb
Post by: Wormbo on 20 March, 2014, 05:52:08 PM
Just wondering: Is there any particular reason why foo_dumb ignores replay gain information added by foobar's standard replay gain scanner? (Or is that a problem with my configuration?)

I don't remember the exact version anymore (might have been when the playptmod option was introduced), but quite a while ago the general playback volume of module files was reduced (probably because it made sense), but at that point the replay gain part broke for me.
Title: foo_dumb
Post by: kode54 on 20 March, 2014, 07:14:06 PM
You'll have to rescan your tracks, sorry.
Title: foo_dumb
Post by: Wormbo on 21 March, 2014, 04:38:10 AM
I did, actually. It's just that there's no audible difference between a track replay gain value of e.g. -8.8dB before the scan and -2.8dB afterwards.
After playing around with the configuration a bit I found that album gain seems to work, only track gain is broken. (Sorry, should have tried that earlier.)
Title: foo_dumb
Post by: kode54 on 21 March, 2014, 11:19:21 AM
If track gain is broken, you need to rescan the files. There should not be an album gain level in the first place, unless you scanned a series of files as a single album.

Please verify that the gain shows correctly when you forcibly reload the tags, which are stored in a database.
Title: foo_dumb
Post by: Wormbo on 21 March, 2014, 01:34:10 PM
Hmm, it seems the replay gain scanner writes its data to that apev2 database, but the apev2 tag attached to the file doesn't get modified or removed. The track gain/album gain listed by the Foobar UI comes from the database, but the replay gain actually used for playback comes from the file tag.

That thing with the album gain was a attempt to figure out what was going on. I noticed that using album gain had an effect while track gain didn't. The reason was that the apev2 file tag didn't include an album gain, so that was read from the apev2 database instead, or wasn't found at all. For testing, I used a hex editor to remove the apev2 file tag from one mod file and it started applying track gain for it again.

So, why are there apev2 tags in my mod files? Well, I guess the replay gain scanner or some other foobar component added them there.
Can anyone recommend a tool that removes these ape tags from non-mp3 files?

[edit]
Nevermind, I wrote a simple one that works for my case. Rescanning all module files now, as it seems to have solved my problem. I'm still wondering why display and playback used values from different sources, though.
Title: foo_dumb
Post by: Missingno_force on 25 March, 2014, 06:39:02 PM
Mh, it looks like something regarding volume ramping is broken.
I upgraded dumb after skipping a couple revisions and now volume ramping is set to "1/4 tick linear" and the box is greyed out, so i cant change it, resulting in most (if not all) of my modules sounding bad, renaming my old config file didnt unlock the box either.
Is that intended or a bug?
Title: foo_dumb
Post by: kode54 on 25 March, 2014, 09:52:12 PM
Perhaps I made the incorrect assumption that reduced clicking is preferred to loads of clicking? I can add the option back in, but would love to know what sort of music it makes sound worse.

FAKE EDIT: Volume ramping is back, defaulted to full. You'll have to turn it off manually if you don't like it.
Title: foo_dumb
Post by: Missingno_force on 26 March, 2014, 03:40:46 PM
Well, with full ramping it sounds better then when the option was locked, but somehow it still doesnt sound "right" compared to what I was using previously, XM=lin, else log.
Im listening to XM modules most of the time (from an archive as well as selfmade ones) which are also the "problem childs", the rest sound about the same as before now.

I can upload/list a few songs that sound bad (using openMPT and my memory as reference as I dont have older dumb versions around) if you want.
Title: foo_dumb
Post by: kode54 on 26 March, 2014, 07:04:36 PM
XM plays with ft2play now, which is a player based on Fast Tracker 2 source code. The only real difference between ft2play and FT2 is that ft2play uses its own mixer, which uses 1/4 tick ramping, which is a lot more sensitive than FT2 itself. For note on and override, it uses 1ms ramps instead.

To compare the two with similar volume ramping settings, leave the volume ramp setting alone, but toggle the modplay/playptmod checkbox.

Do note that ft2play also uses a different panning law than DUMB, which uses pure linear for all formats.
Title: foo_dumb
Post by: StephanSC on 27 March, 2014, 07:52:27 AM
Hi there,

I would like to ask if the new Renoise format (.XRNS) could be supported.
It seems to consist of XML and FLAC inside a ZIP.
Title: foo_dumb
Post by: Missingno_force on 27 March, 2014, 05:56:50 PM
Hm, enabling modplay/playptmod messes up a couple of instruments Im using in my modules, but I guess thats a quirk of oMPT. "Real" Xms play fine though.
Guess Ill have to deal with it.
Title: foo_dumb
Post by: kode54 on 27 March, 2014, 06:54:06 PM
Please upload any affected modules. ft2play does not support Modplug ADPCM samples at this time, and I did not have any songs to test this with, as OpenMPT does not support saving that crap, so the only real way to generate them is to break out an ancient copy of Modplug Tracker or Modplug Player and compress the samples.

Some S3M files with Modplug compressed samples would be nice as well, as I haven't tested my attempt at real-time decompression, rather than unpacking on load.
Title: foo_dumb
Post by: Missingno_force on 28 March, 2014, 08:00:05 AM
As for the songs, here (http://www.mediafire.com/download/9467144qwbb488n/Songs.7z). The only instrument thats affected as far as I can hear is the "Hardsynth", specifically, note-off commands that follow in the row right after the note was played are ignored and the sample then fades out slowly.
As for compressed files, here (http://www.mediafire.com/download/x5ce9j896996kec/ADPCM_songs.7z), they have been compressed using modplug player. Note that these are not mine.
Title: foo_dumb
Post by: kode54 on 28 March, 2014, 06:49:46 PM
Note off should cause an envelope fade, note cut should cause a cut to volume 0 while leaving the instrument running. I'll see if I can fix the sensitivity of volume changes affected by note cut in XM.

EDIT: Okay, I see the problem. The envelope is too long and the fade out rate is too low. Go ahead, try them in FT2, they'll sound just as bad there.

EDIT 2: modplay/ft2play now supports ADPCM samples in XM files. modplay/st3play already supported them, but loops may be a little odd, I'm not sure. Maybe I should switch it to decode them at load time instead of in real time.
Title: foo_dumb
Post by: Wormbo on 29 March, 2014, 01:05:32 PM
The latest foo_dumb versions seem to cause some clicking noises in Unreal Tournament's firebr.xm (at start of the bass beat - instrument 45, sample 39) and nether.it (at the start of the sonar-ish sound - sample 2) tracks. (Link to both tracks (http://www.koehler-homepage.de/Wormbo/other/Firebr_Nether.7z))
This must be somehow related to ramping, at least changing ramping in other players can cause or suppress the effect. (XMPlay: clicks with ramping off (both) or full (nether.it), but not with sensitive, OpenMPT: no clicks at default sample ramp-in 16, increasingly audible at lower values)

Title: foo_dumb
Post by: Missingno_force on 29 March, 2014, 03:57:07 PM
Note off should cause an envelope fade, note cut should cause a cut to volume 0 while leaving the instrument running. I'll see if I can fix the sensitivity of volume changes affected by note cut in XM.

EDIT: Okay, I see the problem. The envelope is too long and the fade out rate is too low. Go ahead, try them in FT2, they'll sound just as bad there.


gah, I found the problem that caused this: the hardsynth was using a hack that set two envelope points on one tick. editing the envelope and moving one of the points one unit (so they dont share the same tick) fixed it (of course a hack wouldnt work in something based off the original code, making it behave weird)

EDIT: found something else: this (http://www.mediafire.com/download/9zcu7z6w6mwcyfu/LegendOfMax.7z) module contains panned notes during the first two patterns. When playing it with ft2play, the panning is ignored. (this time oMPT doesnt report any hacks besides some samples being stereo, and those dont seem to be a problem when playing other modules)
Title: foo_dumb
Post by: kode54 on 30 March, 2014, 03:15:31 AM
Channel 2? Or 01 in the DUMB control. Check it, it's still panned.

FT2's panning isn't strictly linear:

Code: [Select]
    // generate FT2's pan table [round(65536*sqrt(n/256)) for n = 0...256]
    for (i = 0; i < 257; ++i)
        p->PanningTab[i] = sqrtf((float)(i) / 256.0f);


Where the panning range is 0 through 256, left volume is PanningTab[256 - pan] and right is PanningTab[pan].
Title: foo_dumb
Post by: Missingno_force on 30 March, 2014, 08:05:50 AM
Channel 2? Or 01 in the DUMB control. Check it, it's still panned.

FT2's panning isn't strictly linear:

Code: [Select]
    // generate FT2's pan table [round(65536*sqrt(n/256)) for n = 0...256]
    for (i = 0; i < 257; ++i)
        p->PanningTab[i] = sqrtf((float)(i) / 256.0f);


Where the panning range is 0 through 256, left volume is PanningTab[256 - pan] and right is PanningTab[pan].


No, Channels 3 and 4 (02 and 03 in DUMB control). Playing each of them alone sounds very centered to me.
Title: foo_dumb
Post by: kode54 on 30 March, 2014, 08:29:38 PM
Fixed by implementing non-FT2 E8x panning effect.
Title: foo_dumb
Post by: Zageron on 16 April, 2014, 01:30:56 AM
This songs volume levelling is extremely broken. It shoots up to an extreme gain at about 50 seconds.

This is what it is supposed to sound like:
http://grooveshark.com/s/Goodnight+Birdies/3BLZjr?src=5 (http://grooveshark.com/s/Goodnight+Birdies/3BLZjr?src=5)

Through foobar it sounds exceptionally worse.
https://dl.dropboxusercontent.com/u/4345884...t%20birdies.rar (https://dl.dropboxusercontent.com/u/43458843/16%20-%20Goodnight%20birdies.rar)
Code: [Select]
Track gain : +7.16 dB
Track peak : 0.554683
Album gain : -1.66 dB
Album peak : 1.000000
Title: foo_dumb
Post by: kode54 on 16 April, 2014, 03:27:53 AM
Why is the album gain different from the track gain? Shouldn't they be the same? Also, the gain and peak level depend on which resampler mode you're using. Sinc, for instance, gets a track gain of +5.79 dB and a peak level of 0.703704. Set it to Linear if you want it to sound even more like Fast Tracker 2. Disable modplay if you don't want it to sound like Fast Tracker 2.
Title: foo_dumb
Post by: kcowolf on 22 April, 2014, 02:08:45 AM
http://modarchive.org/module.php?122452 (http://modarchive.org/module.php?122452) loops differently when playptmod is enabled (restarts at the beginning of the file) than when it is disabled.  Other players I tried behave the same as playptmod being disabled.

Sorry if this isn't a bug or has been brought up before, but I searched and didn't find anything about it.
Title: foo_dumb
Post by: gorkha on 24 May, 2014, 06:52:42 PM
Sometimes when going through some modules and skipping to next in the list rather quickly, you sometimes get the message that the module is unsupported, but if you try to play it again it plays just fine.

Some modules also makes foobar crash, like Agoraphobia.mod (http://gorkha.dk/audio/Agoraphobia.mod)

tested with: foobar 1.3b7 with dumb 112
Title: foo_dumb
Post by: kode54 on 24 May, 2014, 07:58:18 PM
OctaMED files are unsupported at this time. Loading them with a .mod extension is likely to have the unintended side effect of loading them as 15 sample MOD files, which are a format that has no identifying signatures whatsoever. I'll report to eightbitbubsy that this MED file crashes playptmod.

EDIT: Fixed the Shadow of the Beast 2 module, at least. Which is technically incorrect, as Protracker never had a configurable restart position, and always wrote the same value to that field in the file.
Title: foo_dumb
Post by: kcowolf on 27 May, 2014, 11:25:43 PM
EDIT: Fixed the Shadow of the Beast 2 module, at least. Which is technically incorrect, as Protracker never had a configurable restart position, and always wrote the same value to that field in the file.


Works great.  Thanks!
Title: foo_dumb
Post by: tlen on 06 June, 2014, 01:21:16 PM
Hi kode54,

very much enjoyable plugin, indeed! Is ever be planned a support to David Whittaker files?

I know they have their own play routine, but it would be grat! They are so good!

Thank you very much
Title: foo_dumb
Post by: kode54 on 06 June, 2014, 09:28:37 PM
Those are probably best served with a port of UADE.
Title: foo_dumb
Post by: 8bitbubsy on 28 June, 2014, 02:12:40 PM
Hi kode54,

very much enjoyable plugin, indeed! Is ever be planned a support to David Whittaker files?

I know they have their own play routine, but it would be grat! They are so good!

Thank you very much

I might make an accurate C version if you can find me the assembly source code for the David Whittaker replayer. Not a disassembly, but the true source code. I strive for accuracy in my replayer rewrite projects! If you're desperate, try to find a C version that kode54 can put in foo_dumb.dll. Not sure if either the asm source code or a C port exist...
Title: foo_dumb
Post by: ExUser on 07 July, 2014, 07:53:13 PM
http://amp.dascene.net/detail.php?detail=m...s&view=6706 (http://amp.dascene.net/detail.php?detail=modules&view=6706)

Snagged "Revenge of the Cats" off of here, and tried converting it with foo_dumb. It just keeps on going... Using the latest beta, and latest foo_dumb.

Edit: Rama Gardens v1.1 (the 3MB version) also encounters the loop bug. Other module formats don't trigger it. Seems .IT specific (.IT v2.00? Can't tell.)
Title: foo_dumb
Post by: lvqcl on 07 July, 2014, 08:14:03 PM
Unchecking "Use playptmod or modplay" fixes this problem.
Title: foo_dumb
Post by: kode54 on 07 July, 2014, 10:47:00 PM
Fixed.
Title: foo_dumb
Post by: Ryrynz on 12 July, 2014, 03:08:10 AM
Is seeking performance something that can be improved with playptmod?
Title: foo_dumb
Post by: kode54 on 12 July, 2014, 05:11:18 AM
Seeking in .MOD files should be near instant with playptmod. S3M and XM nearly the same. IT not so much. Unless you like seeking within your subsongs to start playing the first subsong in the file instead of the correct one.
Title: foo_dumb
Post by: lvqcl on 21 July, 2014, 12:38:38 PM
1.0.121 version reports about itself as 1.0.120.
Title: foo_dumb
Post by: kode54 on 23 July, 2014, 01:47:16 AM
That's because it was version 1.0.120, not 1.0.121.
Title: foo_dumb
Post by: sandy.v on 10 August, 2014, 12:24:46 AM
Any reason foo_dumb 1.0.124 still includes an old BASS DLL?
Title: foo_dumb
Post by: sandy.v on 10 August, 2014, 03:41:13 AM
Ugh, can't edit existing post, what's up with that?

Can someone explain what each setting of this plugin does? I find this be be a real drawback with most plugins, in that they are comprehensive and provide numerous options but unfortunately with no explanations whatsoever. Trial and error is all well and good, but a little explanation, perhaps a small readme or even a tooltip for each option just to get us newbies started would be highly appreciated.

Also, I don't mean to sound disrespectful but since experts hang out here I'll risk it and ask anyway - in your opinion which is really the most "balls-on accurate" module player for Windows - foo_dumb, XMPlay, OpenMPT or something else altogether? Certainly in terms of efficiency (loading speed etc.) I find the latter two to be way better than this plugin (again, sorry kode54), but I'm willing to trade that in for better rendition of the audio as close as possible to what the composer intended it to be like.
Title: foo_dumb
Post by: kode54 on 11 August, 2014, 01:56:13 AM
Any reason foo_dumb 1.0.124 still includes an old BASS DLL?

It's the same version which is bundled with foo_midi, version 2.4.9. I'll update it whenever the next version comes out, as nothing relevant to either component has changed.

You'll be happy to know that all of the formats that matter, MOD, S3M, XM, are supported by replayers in foo_dumb which behave according to disassembly of their respective trackers. IT currently defaults to playing with BASS, which I only do because it supports OpenMPT / DirectX effects. The default DUMB library is accurate enough, and is way more flexible than any of the other libraries.

Loading time is irrelevant, unless you either have some really ancient machine, or are stupid enough to add hundreds of thousands of files to your playlist in one go. The latter will always be a problem with current foobar2000, because it always must pre-load information from all tracks before returning control to the user. If you don't like that, find another player for your module collection.

If you like XMPlay so much, go ahead and use it. It doesn't support half of the formats I support with DUMB, but I'm sure you can convince Ian Luck to add those some day, assuming you care about any of them. Last time I asked him to add formats, he told me to just convert them to IT/XM/S3M, as if any of the formats in question were 100% compatible. He also suggested keeping full format parsers around for little things like song title and sample info reading, and for probing for subsongs.

OpenMPT, on the other hand, is exactly compatible with one thing: OpenMPT. Anything else is merely approaching or simply throwing compatibility out the window. Expect songs made in OpenMPT to sound a hell of a lot louder in any reasonable facsimile of Impulse Tracker. And don't get me started on those DirectX effects. (If you want them in Wine, you have to locate a copy of dsdmo.dll and install/register it in your Wine prefix before they'll work. The versions of BASS for all other non-Windows platforms have their own built-in imitation of the effects.)
Title: foo_dumb
Post by: sandy.v on 11 August, 2014, 01:48:02 PM
Any reason foo_dumb 1.0.124 still includes an old BASS DLL?

It's the same version which is bundled with foo_midi, version 2.4.9. I'll update it whenever the next version comes out, as nothing relevant to either component has changed.

Hmm, I have foo_midi 1.230 installed and its directory seems to contain v2.4.10 of the BASS DLL. Maybe something else updated it?

Loading time is irrelevant, unless you either have some really ancient machine, or are stupid enough to add hundreds of thousands of files to your playlist in one go. The latter will always be a problem with current foobar2000, because it always must pre-load information from all tracks before returning control to the user. If you don't like that, find another player for your module collection.

Nope, as I already stated loading time doesn't matter to me at all compared to playback accuracy. Thanks though for telling me the reason behind it (foobar's pre-loading).

If you like XMPlay so much, go ahead and use it. It doesn't support half of the formats I support with DUMB, but I'm sure you can convince Ian Luck to add those some day, assuming you care about any of them. Last time I asked him to add formats, he told me to just convert them to IT/XM/S3M, as if any of the formats in question were 100% compatible. He also suggested keeping full format parsers around for little things like song title and sample info reading, and for probing for subsongs.

Ah, looks like I did succeed in ticking you off, which was not my intention in the least. Look, I'm coming to this purely as a novice. Came across some interesting module music and also became interested in playing back some old game music without converting and possibly losing information in the process. So I just wanted to know which player is really more accurate, that's all. I have no vested interest in XMPlay or OpenMPT or anything else. All I wanted was an expert opinion about the quality of each of these, and while I don't think there was anything wrong in that I apologize if the question or how I worded it offended you as the foo_dumb developer in any way.

OpenMPT, on the other hand, is exactly compatible with one thing: OpenMPT. Anything else is merely approaching or simply throwing compatibility out the window. Expect songs made in OpenMPT to sound a hell of a lot louder in any reasonable facsimile of Impulse Tracker. And don't get me started on those DirectX effects. (If you want them in Wine, you have to locate a copy of dsdmo.dll and install/register it in your Wine prefix before they'll work. The versions of BASS for all other non-Windows platforms have their own built-in imitation of the effects.)

No, I don't want DirectX effects in Wine (not a Linux user), nor do I even know what these effects are. But it's clear I touched a nerve. Rest assured I'll stay away from OpenMPT from now on unless absolutely required.
Title: foo_dumb
Post by: kode54 on 11 August, 2014, 07:52:52 PM
Nah, it's okay, but you're right, I do have a bit of a problem with mixing speed. It still has to step through the entire playback process, sans mixing samples, to calculate song lengths and gauge if any orders go unplayed and may potentially be sub songs.

The load time becomes especially excruciating if you try to do something like, say, loading the entire Modarchive collection in its double zip files. Something that does work, however. Well, to a point. There are a few songs/archives with same names if compared using case insensitive matching. So you'll get the songs loaded into the playlist and displaying the correct info on first load, but if you try to play them, it will pick the first instance in the outer archive to match, due to case insensitive matching inside foo_archive ZIP support. Maybe something to get fixed by the next release of that component.
Title: foo_dumb
Post by: sandy.v on 12 August, 2014, 03:29:18 AM
Nah, it's okay, but you're right, I do have a bit of a problem with mixing speed. It still has to step through the entire playback process, sans mixing samples, to calculate song lengths and gauge if any orders go unplayed and may potentially be sub songs.

I'm guessing you have a fair idea how those other guys make it go faster then, especially since their players do display song lengths and handle sub-songs too? Or is this an area where you don't have much scope for improvement, being limited by foobar's architecture (which I'm sure won't be changing anytime soon)?

The load time becomes especially excruciating if you try to do something like, say, loading the entire Modarchive collection in its double zip files. Something that does work, however. Well, to a point. There are a few songs/archives with same names if compared using case insensitive matching. So you'll get the songs loaded into the playlist and displaying the correct info on first load, but if you try to play them, it will pick the first instance in the outer archive to match, due to case insensitive matching inside foo_archive ZIP support. Maybe something to get fixed by the next release of that component.

While I didn't make the mistake of trying to load the entire Modarchive collection, I did drag and drop a fairly large number of modules and was surprised to see how long foobar took before the Processing Files dialog went away. The dialog does show up for other files too, but in this case since the file format requires (as you said) stepping through the entire playback process it makes the dialog that much more visible. Any possible speed improvements here that you could implement would no doubt be welcomed by all, but not at the cost of accuracy.
Title: foo_dumb
Post by: timber on 12 August, 2014, 11:33:44 AM
Ugh, can't edit existing post, what's up with that?

Also, I don't mean to sound disrespectful but since experts hang out here I'll risk it and ask anyway - in your opinion which is really the most "balls-on accurate" module player for Windows - foo_dumb, XMPlay, OpenMPT or something else altogether? Certainly in terms of efficiency (loading speed etc.) I find the latter two to be way better than this plugin (again, sorry kode54), but I'm willing to trade that in for better rendition of the audio as close as possible to what the composer intended it to be like.

If you want "balls-on accurate", use the real players under an emulator like DOSBox (thought it does not emulate MMX instructions, which means it won't replay IT filters). The fact is that even if most module types are very similar in the effects they support, implementations always differs, especially in corner cases so kode54's current idea to have a separate "reverse engineered" player for each type of module is a good solution.

If you want an example of implementation divergence, the most spectacular would be the "Retrig an new note every X ticks" effect. As you are new to modules, it would be best to brush up on their basic working first but let just say for short that a tracker plays a sequence of rows specifying for each channel a note, an instrument and one or several effects affecting volume, panning, pitch, etc. Each row is maintained for a duration of S ticks, where S is a parameter called speed. Let suppose I specify a "Retrig every 3 ticks" this would mean triggering a new note on the 1st tick, the 4th, 7th, etc. Now suppose that I have 2 consecutive rows like this and the rows are played at speed 4. Notes are triggered at 1st and 4th tick of first row but what about the second row since 1st tick of second row follows just after 4th tick of first row? Well, every player has its own idea: MOD resets the "steps counter" every line so on the second line it is once again 1th and 4th row, S3M resets the counter only if the previous row didn't use a retrig effect (so in this case a note will be triggered on third tick of second row), IT never resets the counter, XM has a MOD like implementation and a different one for the effect which adds a volume change to each occurrence of the retrig. Another important matter is how do you count: do you count by increasing a counter (increase, if count reach target trigger note and reset counter) or by decreasing it (decrease, if count reaches 0 trigger not and reset counter)? In the first case specifying a different retrig step has an immediate effect because you compare the target against it, in the second case the new step takes only effect on the next retrig when the counter is reset. IIRC S3M and IT use the first case, XM and MDL the second one.

Basically, there is a tons of such differences or bugs (ex: FastTracker 2 always remains in sustain mode for panning envelopes, or sometimes jumps to the wrong line in the next pattern when you use the "pattern break" effect). For the technically minded, I would say that the most diverging popular types of modules to support are probably MDL and 669.

In the MDL case, it is the way sample frequency is handled. Most trackers handle this when the note is triggered. Say that the sample has 2x the frequency of the default MOD frequency: the note period is initialized with half its normal period. One could say this is correct but it also means that pitch slides or vibrato have more impact on the pitch. MDL does only take account of the sample's frequency at the mixing stage, so pitch slides are thus not affected by the sample's frequency which results in a very different behaviour from other trackers.

In the 669, the difference is even more fundamental: it does not use a period ("Amiga" mode) nor an semitone fraction ("linear" mode) as a way to regulate the note's pitch. For 669, the default note is given value 100, one octave above is 200, the next is 400; in other words pitch is expressed as a percentage of the default note's frequency, something which as far as I know is not supported by any of the referenced players. Note that this is not documented anywhere but is what I found out after playing with Composer 669 using DOSBox (it won't run unless you remove every memory manager, i.e. set ems, xms and umb to false in the DOSBox config).
Title: foo_dumb
Post by: sandy.v on 12 August, 2014, 02:03:23 PM
Thanks timber for that mini crash course in the complexities involved.  It's like emulating old games I suppose - not only do you have to recreate as best as possible all the features but also all the bugs and strange hardware/software quirks too. Considering how ancient many of the original trackers that created these proprietary formats are, haven't their sources been released yet? And didn't their authors document their formats properly? I'm surprised so much depends upon disassembly and reverse engineering, which no doubt has its limitations. I read recently that Jeffrey Lim plans to release the sources for Impulse Tracker soon to mark its 20th anniversary, which I think is a great idea and should hopefully make the job of developers like kode54 easier and help make modern players more accurate. BTW I think all the developers of these modern players are doing a really important job of data preservation, because it's not possible for everyone to go around installing emulators/VMs, hunting down and installing all the original trackers and so on just to play back historical formats.

Also, I'm sure others have thought of this before but is there any technical reason that would make it impossible to create a modern standardized module format that all these others can be converted to without loss of information? Some way for a common format to encapsulate all those differences? I realize all those millions of files in all sorts of formats can't be magically wished away, but if such a format (and converter and player) were available we could convert our collections slowly and over time end up with a far better state of affairs. So is this a nonsensical pipe dream or just such a monumental task that no-one's dared to attempt it yet?
Title: foo_dumb
Post by: timber on 12 August, 2014, 06:59:01 PM
Also, I'm sure others have thought of this before but is there any technical reason that would make it impossible to create a modern standardized module format that all these others can be converted to without loss of information? Some way for a common format to encapsulate all those differences? I realize all those millions of files in all sorts of formats can't be magically wished away, but if such a format (and converter and player) were available we could convert our collections slowly and over time end up with a far better state of affairs. So is this a nonsensical pipe dream or just such a monumental task that no-one's dared to attempt it yet?

In the past several players/converters have attempted to define their own super format with the idea to be able to save any supported module in that format which they can replay or convert back to another format. In practice I noticed that very often the conversion is buggy or incomplete and that it is best is to keep the original files, at least you are sure that you still have all the information.

Let also face it: MOD, S3M, XM, IT and the other formats supported by kode54's player are already fairly standardized. As you go back in time you will find that sound cards of that time could not play samples but sound generators which you parametrize to produce different sounds or which even just produce basic sawtooth/triangle/square waves. This means that old players defined what we call "synthetic" samples and of course each player had its own way to define them. I have recently looked at the source of something called IIRC Hively player because I noticed a lot of .hsc files on an ftp site and there a sample is defined has follow: durations for attack/decay/sustain/release, attack/sustain volume and a list of commands. Basically sound volume varies in time from 0 to attack volume, then decreases to its sustain value which is maintained for some time before the sound decreases to 0. The list of commands is something like: use sawtooth wave for duration x, switch to square waves for duration Y, etc. I remember another format "Art of Noise" which is some kind of hybrid: it uses samples but had command lists associated to the samples with the possibility to control volume, pitch, vibrato, loop on part of the list or even switch to another command list.

If you look at more recent stuff like MadTracker, you will start to see all kind of filter based effects on a channel basis: echo, reverb, delays, flange, distortion, equalizers and no documentation/formulas explaining to reproduce them (there are some sources on SourceForge in the case of MadTracker but they seem to be those of an old version), and VST plugins (i.e. the modern version of synthetic samples).

To summarize module formats can be summarized by "infinite variations in infinite combinations" (if I remember the Babylon 5 quote correctly).
Title: foo_dumb
Post by: sandy.v on 13 August, 2014, 04:13:54 PM
To summarize module formats can be summarized by "infinite variations in infinite combinations" (if I remember the Babylon 5 quote correctly).

Guess you're right, as long as we have (fairly) accurate modern players available for the original formats it might be better after all to retain them instead of converting and risking loss of information along the way.

BTW, that quote's not from B5. I believe you're referring to the Vulcan Kol-Ut-Shan/IDIC (Infinite Diversity in Infinite Combinations) from ST: TOS.

(https://hydrogenaud.io/imgcache.php?id=a7193db5c60207f51afa10c50761ea4e" rel="cached" data-warn="External image, click to view at original size" data-url="http://i.imgur.com/8pkd4Q7.gif)
Title: foo_dumb
Post by: deus-ex on 14 August, 2014, 01:52:41 PM
Title: foo_dumb
Post by: kode54 on 15 August, 2014, 04:24:03 AM
This module is played fine with default foo_dumb routines, but sounds off with active playptmod/modplay option: sun rocket.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Malmen/sun%20rocket.xm)

Please describe exactly what sounds off, and please also compare with FT2.

This module sounds off using foo_dumb default routines, but is played fine with active playptmod/modplay option: shinjuku nights.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Malmen/coop-Motherchip/shinjuku%20nights.xm)

It sounds as if ft2play is doing its job, then. I can't always guarantee that DUMB will be perfect, and I'm not sure I want to go into it and rewrite the playback routines to be perfect, even with this convenient reverse engineering work.

foo_dumb does not load these modules due to the order list being empty, though each module contains one single playable pattern: drivin.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Sid%20(DE)/drivin.s3m) , voodaa.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Sid%20(DE)/voodaa.s3m) , temp.s3m (http://ftp://ftp.modland.com/pub/modules/Screamtracker%203/Sid%20(DE)/temp.s3m)

And how should I deal with that? Change both DUMB and st3play to always assume a minimum of one order that references the only pattern in the file?
Title: foo_dumb
Post by: deus-ex on 15 August, 2014, 05:11:57 AM
Please describe exactly what sounds off, and please also compare with FT2.

The lead instrument played on channel 16 to 21 appears to be missing a slight hall, the default foo_dumb routine recreates this much better.

And how should I deal with that? Change both DUMB and st3play to always assume a minimum of one order that references the only pattern in the file?

"IF order = 0 AND pattern > 0 THEN set order = 1" seems to be a reasonable approach.
Title: foo_dumb
Post by: 8bitbubsy on 15 August, 2014, 08:23:41 AM
I fixed the sun_rocket.xm problem in ft2play. It was because of some errors in a finetune calculation ported over from FT2. Now it's up to kode54 to add the changes to his ft2play integration in foo_dumb.dll.

deus-ex, it now sounds like this in ft2play: http://16-bits.org/etc/ft2play_v0_65__sun_rocket_xm.mp3 (http://16-bits.org/etc/ft2play_v0_65__sun_rocket_xm.mp3)

New ft2play version, v0.65 - http://16-bits.org/ft2play.zip (http://16-bits.org/ft2play.zip) | http://pastebin.com/VBzt8Bfk (http://pastebin.com/VBzt8Bfk)
foo_dumb.dll will soon be updated with the changes (I guess).
Title: foo_dumb
Post by: deus-ex on 15 August, 2014, 09:53:29 AM
I fixed the sun_rocket.xm problem in ft2play. It was because of some errors in a finetune calculation ported over from FT2. Now it's up to kode54 to add the changes to his ft2play integration in foo_dumb.dll.

Yes, the .mp3 example you provided sounds so much better compared to the previous state. Glad I was able to help further improving ft2play. Thank you.
Title: foo_dumb
Post by: kode54 on 15 August, 2014, 10:22:02 AM
And foo_dumb was updated a while ago.
Title: foo_dumb
Post by: deus-ex on 15 August, 2014, 10:56:22 AM
And foo_dumb was updated a while ago.

Got it, thanks.
Title: foo_dumb
Post by: deus-ex on 15 August, 2014, 11:28:03 AM
8bitbubsy, is this something you can help with?

Title: foo_dumb
Post by: 8bitbubsy on 15 August, 2014, 04:25:22 PM
8bitbubsy, is this something you can help with?
  • This module isn't played back corrrectly with active playptmod/modplay: orange.ft (http://ftp://ftp.modland.com/pub/modules/Fasttracker/Dune/orange.ft)

I don't really support >4ch MODs in playptmod, that is kode54's work. I have no idea what could be wrong.
Title: foo_dumb
Post by: kheops on 18 August, 2014, 11:32:19 AM
gang
i think i understand the wiki badly, i'm trying to add my replaygain infos within the mod, s3m... files and not "only" in the foobar database
is there a setting i could change ?
many thanks
Title: foo_dumb
Post by: gorkha on 18 August, 2014, 11:55:11 AM
This xm module seems to be completly silent with playptmod/modplay:
http://modarchive.org/index.php?request=vi...mp;query=167825 (http://modarchive.org/index.php?request=view_by_moduleid&query=167825)
Title: foo_dumb
Post by: kode54 on 19 August, 2014, 01:18:07 AM
8bitbubsy, is this something you can help with?
  • This module isn't played back corrrectly with active playptmod/modplay: orange.ft (http://ftp://ftp.modland.com/pub/modules/Fasttracker/Dune/orange.ft)

I don't really support >4ch MODs in playptmod, that is kode54's work. I have no idea what could be wrong.


If you'd describe the exact problem, I could look into it, but it may not be down to the >4ch support.

It appears to be an "8CHN" file, which is 8ch FastTracker II format. The only oddities with those would be 8 cells per pattern row, and the slightly different effects.

This xm module seems to be completly silent with playptmod/modplay:
http://modarchive.org/index.php?request=vi...mp;query=167825 (http://modarchive.org/index.php?request=view_by_moduleid&query=167825)


I cannot reproduce this.
Title: foo_dumb
Post by: deus-ex on 19 August, 2014, 07:03:04 AM
If you'd describe the exact problem, I could look into it, but it may not be down to the >4ch support.

I'm afraid I can't point you to any specific details, I do not write modules myself so I can't tell what might actually causing the issue. Switching between foo_dumb and playptmod/modplay you can easily hear the different recreation, though. I'm really sorry to leave you empty handed here.
Title: foo_dumb
Post by: kode54 on 19 August, 2014, 08:37:13 AM
I'm sorry, I'm deaf to the differences. Different panning? Is it because you can actually turn on different interpolation and volume ramping with DUMB?
Title: foo_dumb
Post by: deus-ex on 19 August, 2014, 12:29:56 PM
I'm sorry, I'm deaf to the differences. Different panning? Is it because you can actually turn on different interpolation and volume ramping with DUMB?

Hi Kode54, no problem. I hope the following can help you to understand what I'm referring to.
Both for foo_dumb default or foo_dumb playptmod I'm using the same settings.
(https://hydrogenaud.io/imgcache.php?id=2ddbe633b92b65f6c5a40dd3cc8cd121" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_08_2014/post-16882-1408464486.png)

Here is each a sample of the first 30 seconds of orange.mod, along with their visual representation of the waveform by foo_wave_seekbar.
Comparing the waveform images also reveals the different output quite nicely, especially note the first ~10 seconds of each waveform.

(https://hydrogenaud.io/imgcache.php?id=8e652a528285ae2645ea501bf4f6a312" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_08_2014/post-16882-1408464492.png)
orange.mod - 30 sec - foo_dumb default.mp3 (http://www.hydrogenaud.io/forums/index.php?act=attach&type=post&id=8002)

(https://hydrogenaud.io/imgcache.php?id=ef11b59f75521ff26b424f9ffcd1427d" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_08_2014/post-16882-1408464495.png)
orange.mod - 30 sec - foo_dumb playptmod.mp3 (http://www.hydrogenaud.io/forums/index.php?act=attach&type=post&id=8003)
Title: foo_dumb
Post by: gorkha on 19 August, 2014, 08:15:12 PM
This xm module seems to be completly silent with playptmod/modplay:
http://modarchive.org/index.php?request=vi...mp;query=167825 (http://modarchive.org/index.php?request=view_by_moduleid&query=167825)


I cannot reproduce this.


I am using foobar2000 1.3.3 and foo_dumb 1.0.125 - It reproduces every time here :/
Title: foo_dumb
Post by: kode54 on 20 August, 2014, 01:38:08 AM
Please upload your foo_dumb.dll.cfg.
Title: foo_dumb
Post by: kode54 on 20 August, 2014, 02:12:48 AM
words

Whoops, I fixed orange.ft now. It was a matter of disabling a PT2 offset effect bug when playing FT2 files.
Title: foo_dumb
Post by: deus-ex on 20 August, 2014, 11:26:28 AM
more words

Hooray!
Title: foo_dumb
Post by: gorkha on 20 August, 2014, 01:44:36 PM
Please upload your foo_dumb.dll.cfg.

I tried to delete the cfg and it seemed to fix the problem.
I saved the the problem cfg for investigation: foo_dumb.dll.cfg (http://gorkha.dk/dl/foo_dumb.dll.cfg)
...
I then rechecked the settings. Seems to be volume ramping, if it is set to "none" it will be silent.
Title: foo_dumb
Post by: LordOfOrder on 20 October, 2014, 03:59:03 AM
Hello, kode54!
This song after end (1:33) does not move to the beginning.
http://files.exotica.org.uk/modland/?file=...on%20jamming.xm (http://files.exotica.org.uk/modland/?file=pub/modules/Fasttracker%202/Arachno/coop-CoaXCable/afternoon%20jamming.xm)
Title: foo_dumb
Post by: timber on 20 October, 2014, 02:18:46 PM
Hello, kode54!
This song after end (1:33) does not move to the beginning.
http://files.exotica.org.uk/modland/?file=...on%20jamming.xm (http://files.exotica.org.uk/modland/?file=pub/modules/Fasttracker%202/Arachno/coop-CoaXCable/afternoon%20jamming.xm)


That song ends with an F00 command.
Which means the reproduction of the FastTracker2 behavior is perfect because the player remains forever on that line.
A pretty stupid behavior if you ask me.
Title: foo_dumb
Post by: kode54 on 20 October, 2014, 09:54:52 PM
Please upload your foo_dumb.dll.cfg.

I tried to delete the cfg and it seemed to fix the problem.
I saved the the problem cfg for investigation: foo_dumb.dll.cfg (http://gorkha.dk/dl/foo_dumb.dll.cfg)
...
I then rechecked the settings. Seems to be volume ramping, if it is set to "none" it will be silent.


The volume ramping issue should have been solved several versions ago.


Hello, kode54!
This song after end (1:33) does not move to the beginning.
http://files.exotica.org.uk/modland/?file=...on%20jamming.xm (http://files.exotica.org.uk/modland/?file=pub/modules/Fasttracker%202/Arachno/coop-CoaXCable/afternoon%20jamming.xm)


This issue is now corrected as well.
Title: foo_dumb
Post by: deus-ex on 01 November, 2014, 07:20:22 AM
Hi Kode54,

I hope you're doing well. I found a few things to report using the latest foo_dumb release v1.0.134.

Test.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Starf0x/test.xm): foo_dumb's ft2play does not play the entire module but ends playback after 10 seconds, default foo_dumb processes it fine.
Bergsmaetaren Lever.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Mattis/bergsmataren%20lever.xm): Drums on channel 03 are represented too quiet and are barely hearable using foo_dumb's ft2play, default foo_dumb reproduces them fine.

I noticed that the dynamic song position info for current/total used channels is not displayed for Impulse Tracker modules using foo_dumb's ft2play.
Title: foo_dumb
Post by: kode54 on 01 November, 2014, 06:45:43 PM
Test.xm, my old buddy. That is due to incorrect row tracking for loop counting. I'll fix it soon.

The other xm is probably also like that in FT2, please confirm.

As for the channel counts, that is because the modplay/playptmod mode uses BASS for it modules, to support effects mixing, and that doesn't report channel counts. I may remove that feature in the future.
Title: foo_dumb
Post by: deus-ex on 02 November, 2014, 04:36:25 AM
The other xm is probably also like that in FT2, please confirm.

I checked it, it's not the same. Fasttracker 2 reproduces the drums like I hear them with default foo_dumb. Please check the FLAC conversions below for yourself.

bergsmaetaren_lever_Fasttracker2.flac (3.29MB) (http://www.hydrogenaud.io/forums/index.php?act=attach&type=post&id=8055)
(https://hydrogenaud.io/imgcache.php?id=054daea90f94eb2087ef603bf28a79d2" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_11_2014/post-16882-1414919800.jpg)

bergsmaetaren_lever_Foo_dumb_ft2play.flac (3.53MB) (http://www.hydrogenaud.io/forums/index.php?act=attach&type=post&id=8056)
(https://hydrogenaud.io/imgcache.php?id=4b2e3b4748a759fb2255e1f6020cd67d" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_11_2014/post-16882-1414919790.jpg)


As for the channel counts, that is because the modplay/playptmod mode uses BASS for it modules, to support effects mixing, and that doesn't report channel counts. I may remove that feature in the future.

Why would you want to remove it, because bass.dll does not provide the function for .it modules? Let's try the other way around, I raise a request in Ian's forum to add support for it, hopefully shouldn't be to much to ask for.
Title: foo_dumb
Post by: kode54 on 02 November, 2014, 03:23:58 PM
The other xm is probably also like that in FT2, please confirm.

I checked it, it's not the same. Fasttracker 2 reproduces the drums like I hear them with default foo_dumb. Please check the FLAC conversions below for yourself.

bergsmaetaren_lever_Fasttracker2.flac (3.29MB) (http://www.hydrogenaud.io/forums/index.php?act=attach&type=post&id=8055)
(https://hydrogenaud.io/imgcache.php?id=054daea90f94eb2087ef603bf28a79d2" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_11_2014/post-16882-1414919800.jpg)

bergsmaetaren_lever_Foo_dumb_ft2play.flac (3.53MB) (http://www.hydrogenaud.io/forums/index.php?act=attach&type=post&id=8056)
(https://hydrogenaud.io/imgcache.php?id=4b2e3b4748a759fb2255e1f6020cd67d" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_11_2014/post-16882-1414919790.jpg)

Both of these sound loud enough to me, drum wise. Try muting all but channel 3 and compare again? I think the converter will obey the mute settings, on startup at least.
Title: foo_dumb
Post by: jswagner on 03 November, 2014, 03:42:54 AM
Hi kode54,

Tried to play back unreal2_scirreal_mix.xm the other day and noticed the synth lead that kicks in around 1:15 isn't produced correctly.

I'm sure this worked in the recent past.  Updated just before submitting to ensure it still occurred in the newest version.

More importantly, thanks for the great work.
Title: foo_dumb
Post by: deus-ex on 03 November, 2014, 12:23:47 PM
Both of these sound loud enough to me, drum wise. Try muting all but channel 3 and compare again? I think the converter will obey the mute settings, on startup at least.

I just did that and doh... confirmed, you are right. Obviously I managed to fool myself. Thanks for checking back, though. 
Title: foo_dumb
Post by: deus-ex on 03 November, 2014, 12:30:39 PM
Tried to play back unreal2_scirreal_mix.xm the other day and noticed the synth lead that kicks in around 1:15 isn't produced correctly.

It would be of great help to provide a link to the module in question, no need to waste Kode54's time searching for it, agreed?
Like here: unreal2 scirreal mix.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Scirocco/unreal2%20scirreal%20mix.xm)
Title: foo_dumb
Post by: deus-ex on 03 November, 2014, 01:10:50 PM
Why would you want to remove it, because bass.dll does not provide the function for .it modules? Let's try the other way around, I raise a request in Ian's forum to add support for it, hopefully shouldn't be to much to ask for.

Hi Kode54,
so you may want to hold your breath until the next release of bass.dll: http://www.un4seen.com/forum/?topic=16156.0 (http://www.un4seen.com/forum/?topic=16156.0)
Title: foo_dumb
Post by: 8bitbubsy on 07 November, 2014, 02:15:49 PM
Tried to play back unreal2_scirreal_mix.xm the other day and noticed the synth lead that kicks in around 1:15 isn't produced correctly.

It would be of great help to provide a link to the module in question, no need to waste Kode54's time searching for it, agreed?
Like here: unreal2 scirreal mix.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Scirocco/unreal2%20scirreal%20mix.xm)

Fixed, it was a very stupid problem in GetNewNote(). Now wait until kode54 pushes the fix to foo_dumb.dll. He did try to fix it without asking me first, but he used a hack that would not really fix the problem itself at all (facepalm).
Title: foo_dumb
Post by: kode54 on 08 November, 2014, 02:11:04 AM
Said hack was never published in the modplay repository or foo_dumb.
Title: foo_dumb
Post by: 8bitbubsy on 12 November, 2014, 11:21:41 AM
I know, but it would be better to leave attempts of bugfixing the main replayer engine to me, unless you compare with the original asm source code and find the problem itself. I know you didn't push the change, but just saying, no offense meant! 
Title: foo_dumb
Post by: kode54 on 13 November, 2014, 12:25:37 AM
I did push it to Cog, but like 5 people use that.
Title: foo_dumb
Post by: jswagner on 16 November, 2014, 03:15:59 AM
Many thanks to both of you.
Title: foo_dumb
Post by: deus-ex on 23 December, 2014, 02:37:13 PM
As for the channel counts, that is because the modplay/playptmod mode uses BASS for it modules, to support effects mixing, and that doesn't report channel counts. I may remove that feature in the future.

Why would you want to remove it, because bass.dll does not provide the function for .it modules? Let's try the other way around, I raise a request in Ian's forum to add support for it, hopefully shouldn't be to much to ask for.

Hi Kode54,
so you may want to hold your breath until the next release of bass.dll: http://www.un4seen.com/forum/?topic=16156.0 (http://www.un4seen.com/forum/?topic=16156.0)

Good evening Kode54,
a new version of Bass.dll (http://www.un4seen.com/welcome.php) was just released which should provide the previously missing functionality regarding .it module channel count.
Title: foo_dumb
Post by: kode54 on 23 December, 2014, 08:26:14 PM
Updated with that. Also updated foo_midi with new BASS, BASSMIDI, and BASSFLAC.
Title: foo_dumb
Post by: deus-ex on 24 December, 2014, 04:27:57 AM
Updated with that. Also updated foo_midi with new BASS, BASSMIDI, and BASSFLAC.

Great, thank you! A first check with the module bubbles.it (http://ftp://ftp.modland.com/pub/modules/Impulsetracker/Sphenx/bubbles.it) gives different results, though. The module reaches its channel count peak at order 61.  Foo_dumb reports a quite lesser amount of active channels (128 ch) compared to XMPlay (267 ch) and Impulse Tracker (256 ch). Note that Impulsetracker is limited to a maximum of 256 active channels.

(https://hydrogenaud.io/imgcache.php?id=2e469318639f5d8940203ddcd58c4bac" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_12_2014/post-16882-1419411930.png)

(https://hydrogenaud.io/imgcache.php?id=52f67aad121d53764b267987e376e6a7" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_12_2014/post-16882-1419411940.png)

(https://hydrogenaud.io/imgcache.php?id=8d6173006a1b3e44e5d4ac12f958c737" rel="cached" data-warn="External image, click to view at original size" data-url="http://www.hydrogenaud.io/forums/uploads/monthly_12_2014/post-16882-1419411948.png)
Title: foo_dumb
Post by: kode54 on 24 December, 2014, 06:44:35 AM
Fixed. I wasn't aware of how to set the virtual channel cap, I've raised it from the default of 64 to the absolute limit of 512.
Title: foo_dumb
Post by: deus-ex on 24 December, 2014, 08:59:26 AM
Thank you very much for the quick fix.
Have yourself a Merry Christmas![/i]
Title: foo_dumb
Post by: FF / MFG on 06 January, 2015, 09:07:49 AM
And welcome to the new year everyone

I have a question. Is it my foobar setup or .STM support is broken at the moment? I've updated both foobar (to 1.3.6) and foo_dumb (to 1.0.139), but opening .STM still results in "Unable to open item for playback (Unsupported format or corrupted file)".

... oh, small correction: some STM modules (3 out of 46) do play. They are not renamed files (as I thought at first), but are actually .STM modules.
I also checked the files in another player to make sure files weren't damaged and are actually playable. The set is the modules I've listened to since the 90s when I first discovered tracker music. I found one of the problematic files on modarchive: 64mix.stm (http://api.modarchive.org/downloads.php?moduleid=171648#64mix.stm)

I've played with the settings, but to no avail. Also, can someone please explain about playptmod / modplay? Does foo_dumb now use more than one engine? I didn't do much testing, but playptmod seems to be sounding better, although seeking on long tracks is much slower (more than 5 seconds sometimes, is this normal?).

Another set of .xm, .s3m, .mtm and .it modules opens and plays fine.
Title: foo_dumb
Post by: kode54 on 07 January, 2015, 01:50:51 AM
This has nothing to do with playptmod or modplay, and everything to do with DUMB itself. Due to an issue with programming design, it was still attempting to seek to the offsets of non-existent samples, which was failing. This was a slight change over the previous releases of DUMB, which did not support seeking, and therefore treated the out of bounds offsets as missing samples. I have fixed it.
Title: foo_dumb
Post by: FF / MFG on 07 January, 2015, 10:57:18 AM
This has nothing to do with playptmod or modplay, and everything to do with DUMB itself. Due to an issue with programming design, it was still attempting to seek to the offsets of non-existent samples, which was failing. This was a slight change over the previous releases of DUMB, which did not support seeking, and therefore treated the out of bounds offsets as missing samples. I have fixed it.

It's working again, thank you!

And what about slow seeking speed with playptmod enabled? (I assume you were talking about another kind of seeking in this reply)
Could something be done about it?

...oh, I found your explanation of what playptmod checkbox actually does. You say "Playptmod is applicable for all Protracker and Fast Tracker II compatible .MOD files, as well as even older Noisetracker files." But I see horribly slow seek time with this option on even with, say, .S3Ms. I don't understand why it affects playback of other formats.
Title: foo_dumb
Post by: kode54 on 08 January, 2015, 12:16:29 AM
Also just fixed. The DUH/DUMB wrappers I wrote for playptmod and st3play/ft2play weren't taking advantage of incoming null pointers, which should have been forwarded to the libraries to bypass mixing. Then st3play and ft2play needed a quick fix so their Fixed16 and Fixed32 rendering functions can accept null buffer pointers, just like the Float functions.
Title: foo_dumb
Post by: Melchior on 08 January, 2015, 01:17:39 AM
looks like seeking is off a bit... unless it can be funky when one clicks the seek bar just right... ?_?


File    : A94FINAL - Deep in her Eyes.S3M
by    : Introversion Software
Game: Uplink  (Steam Game)
Title  : Deep in her Eyes

when I click the seek bar at aprox 14-15 sec.
I should her "digital dreams crossing over the sea, welcome to the deadlock of reality"

what I do hear is "digital dream*welcome to the deadlock"
Title: foo_dumb
Post by: deus-ex on 08 January, 2015, 07:22:22 AM
File    : A94FINAL - Deep in her Eyes.S3M
by    : Introversion Software
Game: Uplink  (Steam Game)
Title  : Deep in her Eyes
by    : Introversion Software

The author of this module is Skaven aka Peter Hajba, a former Member of the PC demo group "Future Crew", working at Remedy (Max Payne, Alan Wake) nowadays. Probably the music was not licensed by Introversion Software?
Title: foo_dumb
Post by: Melchior on 08 January, 2015, 07:49:08 PM
File    : A94FINAL - Deep in her Eyes.S3M
by    : Introversion Software
Game: Uplink  (Steam Game)
Title  : Deep in her Eyes
by    : Introversion Software

The author of this module is Skaven aka Peter Hajba, a former Member of the PC demo group "Future Crew", working at Remedy (Max Payne, Alan Wake) nowadays. Probably the music was not licensed by Introversion Software?


oohh..  yah I found this in the tags "  Composed # Skaven / FC"
I bought the 4 game pack off of Steam back 2009-2011 at some point...
anyway I found the loose audio files so I added them to my music collection
Title: foo_dumb
Post by: kode54 on 09 January, 2015, 04:07:14 AM
Yeah, the new fast seeking for modplay/playptmod doesn't perform any mixing when skipping ahead, which includes running any samples between ticks. Changing this behavior is possible, but would require significant work.
Title: foo_dumb
Post by: wupi on 10 January, 2015, 04:19:20 PM
Hi,

ive got a .xm from fegolhuzz, after some seconds it crashes, can somebody confirm it ? 

flz-julgran i nasan
https://mega.co.nz/#!4Zsk3AAK!Lt_z2...wnz15pvxdoHktfk (https://mega.co.nz/#!4Zsk3AAK!Lt_z2c_S8WNBjdlu6twoEP2NtxW3wnz15pvxdoHktfk)
Title: foo_dumb
Post by: deus-ex on 10 January, 2015, 06:52:45 PM
Here the module plays flawlessly, no crash. Did foobar2000 create crash log? If so, please post it here.

If you have difficulties finding the root of the issue try with a clean installation of foobar2000 and foo_dumb being the only additional plugin. If that runs fine continue adding back one plugin at a time and check again. Note that it might be not related to a plugin but to a certain configuration setting.

To save your current foobar2000 installation from being overwritten simply rename the folder, e.g. add a fullstop character to the folder name (foobar2000!). This way you can easily return to your previous setup once you have identified the problem or use it as a reference to tweak your fresh installation of foobar2000.
Title: foo_dumb
Post by: wupi on 11 January, 2015, 11:42:14 AM
Got a crashlog. 

Code: [Select]
Crash location:
Module: foo_dumb
Offset: 534EDh
Symbol: "foobar2000_get_interface" (+38E66h)


https://mega.co.nz/#!BFU00aAQ!xrI-1...dAHV0IHtzPUoSVE (https://mega.co.nz/#!BFU00aAQ!xrI-1zcJDpVNKNDP4T46qjIyfA1PdAHV0IHtzPUoSVE)


I tested a clean install, the problem is the interpolation "blep synthesis".
Title: foo_dumb
Post by: n99 on 18 February, 2015, 02:03:04 PM
This .xm file resulted in a crash: http://keygenmusic.net/music/rept/REPT-Pas....10006x86crk.7z (http://keygenmusic.net/music/rept/REPT-PassMarkOSForensics1.1.10006x86crk.7z)
Title: foo_dumb
Post by: kode54 on 20 February, 2015, 03:33:18 AM
Both of those crashes have been fixed.
Title: foo_dumb
Post by: Melchior on 20 February, 2015, 04:27:48 AM
Both of those crashes have been fixed.


Thx Kode54,
our ETERNAL GRATITUDE for your hands, brains, and Heart + everything else attached ;D 
Title: foo_dumb
Post by: n99 on 23 February, 2015, 02:59:19 PM
This .mod file never ends: http://www.keygenmusic.net/music/chaos/CHA...9.5.4.693crk.7z (http://www.keygenmusic.net/music/chaos/CHAOS!-AceTranslator9.5.4.693crk.7z)
Title: foo_dumb
Post by: n99 on 24 February, 2015, 01:12:15 PM
This .xm file shows as 2 subsongs, but the first one is empty (no duration): http://keygenmusic.net/music/underseh/Unde...P2CNC2.31crk.7z (http://keygenmusic.net/music/underseh/UnderSEH-BMP2CNC2.31crk.7z)

This is for foo_midi, I post it here since I don't see a discussion thread for it:

foobar2000 says this MIDI file is corrupted, but it plays fine in other players (MPC-HC for example): http://keygenmusic.net/music/phrozencrew/P...izerXP1.0nfo.7z (http://keygenmusic.net/music/phrozencrew/PHROZENCREW-CustomizerXP1.0nfo.7z)
Title: foo_dumb
Post by: deus-ex on 24 February, 2015, 02:21:40 PM
This is for foo_midi, I post it here since I don't see a discussion thread for it:

foobar2000 says this MIDI file is corrupted, but it plays fine in other players (MPC-HC for example): http://keygenmusic.net/music/phrozencrew/P...izerXP1.0nfo.7z (http://keygenmusic.net/music/phrozencrew/PHROZENCREW-CustomizerXP1.0nfo.7z)

Yet there is one which appears to have been overlooked for some time now: foo_midi (http://www.hydrogenaud.io/forums/index.php?showtopic=98907&hl=MIDI)
Title: foo_dumb
Post by: boomman on 27 March, 2015, 01:07:37 AM
Last versions of foo_dumb crash foobar on start if it is running under EMET, triggering "caller" mitigation.
Tried 1.0.151 on 1.3.8, and 1.3.7.
Title: foo_dumb
Post by: SomebodyCool on 13 April, 2015, 07:06:50 PM
Okay, I am not sure if anyone checks these forums, but here goes.

I love the dumb decoder for Foobar. However, I decided to update foo_dumb, and now modules that previously decoded properly are now garbled in some cases, and don't pay properly in others.

Some examples (these can be readily downloaded from ModArchive):
checkered_subgliep.mod (completely garbled)
yf-nebulae.it (the lead does not play correctly, missing notes; play in modplug to verify)

There are some others, but my library is large enough that I don't remember all of the ones that don't play properly right now.

-S
Title: foo_dumb
Post by: kode54 on 13 April, 2015, 09:42:50 PM
Please try the .it with XMPlay as well, as with the "modplay/playptmod" option enabled in Preferences by default, it plays .it files with BASS if BASS accepts them.

As for the .mod, I'll forward your report to 8bitbubsy, the author of playptmod, who may be able to look at it.
Title: foo_dumb
Post by: 8bitbubsy on 14 April, 2015, 01:23:12 PM
Fixed the bug for the .MOD file you mentioned.
It was as simple as adding header ID "CD81" as "8ch MOD w/ normal period range" to the loader. I took the time to analyze quite a few CD81 files, and none of them had extended periods in the note data, so I assume that CD81 can't do notes outside C-1..B-3. It's from an Octalyzer tracker for Atari STe/Falcon030.
Title: foo_dumb
Post by: SomebodyCool on 17 April, 2015, 06:28:12 PM
Fixed the bug for the .MOD file you mentioned.
It was as simple as adding header ID "CD81" as "8ch MOD w/ normal period range" to the loader. I took the time to analyze quite a few CD81 files, and none of them had extended periods in the note data, so I assume that CD81 can't do notes outside C-1..B-3. It's from an Octalyzer tracker for Atari STe/Falcon030.

Oh my gosh - you guys rock! I can't believe you managed to push this out the same day! I expected at least a week before anyone even read this!

I was actually coming back to add another mod which was completely garbled, but this has been entirely fixed now. Thank you guys so much.

Also, your suggestion of disabling 'use playptmod/modplay' fixed the .it file. If playptmod is necessary to play the aforemention mods though, then I can leave it on and ignore the missing notes for now. I am just impressed the devs are still active!

-S
Title: foo_dumb
Post by: kode54 on 17 April, 2015, 10:14:59 PM
I was already suggesting you try reporting your .IT file to Ian Luck, whose code is being used when that checkbox is enabled, at least for .IT files. I'll forward your file to him anyway, but the best I can do to describe your issue is to quote your posts.

E: Reported, and found to be broken in XMPlay as well.
Title: foo_dumb
Post by: deus-ex on 11 May, 2015, 12:19:56 PM
Captain, captain, condition red, regression alert! I found the below mentioned issue, which had been fixed, to be present again in v1.0.153. Yes indeed, it's your favorite ol' module again.

[...]I found a few things to report using the latest foo_dumb release v1.0.134.

Test.xm (http://ftp://ftp.modland.com/pub/modules/Fasttracker%202/Starf0x/test.xm): foo_dumb's ft2play does not play the entire module but ends playback after 10 seconds, default foo_dumb processes it fine.

Title: foo_dumb
Post by: deus-ex on 11 May, 2015, 02:30:41 PM
Captain, captain, condition red, regression alert! I found the below mentioned issue, which had been fixed, to be present again in v1.0.153. Yes indeed, it's your favorite ol' module again.

Back to condition green. Well, never mind, it seems to be just a temporal anomaly. I can't reproduce the issue anymore after I restarted foobar2000. Then again, I witnessed a couple weird behaviour regarding handling of modules lately, each disappeared after a restart of foobar2000. Will try to catch and report any such weird issue next time... hmm, I'm wondering what's going on here.
Title: foo_dumb
Post by: deus-ex on 16 May, 2015, 11:51:07 AM
[...]I witnessed a couple weird behaviour regarding handling of modules lately, each disappeared after a restart of foobar2000. Will try to catch and report any such weird issue next time... hmm, I'm wondering what's going on here.

I just identified the root cause of the issue. Another input plugin which I had installed named ZX Tune Player (http://www.hydrogenaud.io/forums/index.php?showtopic=108918) also supports quite a lot of the module tracker formats similar to foo_dumb, yet not as accurate. It registers its supported file extensions in foobar2000 just like any every input plugin does. So I ended up with a lot of file formats registered for two plugins, foo_dumb being the first entry and foo_input_zxtune coming second. Obviously sometimes the second plugin entry of a certain file format was chosen instead of the first registered plugin. Unfortunately there is currently no way to edit file extensions in the file type association list in order to remove a second registered plugin entry, hence I was forced to uninstall the ZX Tune Player plugin until further.

I hope that both the missing edit feature of the file association list and the issue with competing input plugins can be addressed with a future update of foobar2000? That would be great.

EDIT: fixed grammar
Title: foo_dumb
Post by: boomman on 30 May, 2015, 11:40:14 AM
Last versions of foo_dumb crash foobar on start if it is running under EMET, triggering "caller" mitigation.
Tried 1.0.151 on 1.3.8, and 1.3.7.

1.0.153 still crashes on 1.3.8 when running with EMET.
Title: foo_dumb
Post by: kode54 on 31 May, 2015, 08:35:39 PM
Then maybe you can kindly ask Ian Luck to reduce his paranoia and hand you some unpacked copies of bass.dll, to mitigate your heightened paranoia.
Title: foo_dumb
Post by: mudlord on 04 June, 2015, 04:04:54 PM
Or ask someone to deprotect his DLLs, which will be illegal.
If I had my way, I would pack my DLLs with my executable compressor (and soon to be VM/encryptor). But then end users might bitch due to the retardness of some AVs.
Title: foo_dumb
Post by: Gainless on 30 September, 2015, 10:11:55 AM
Thanks for making this great plugin, sounds very crisp and clear. The only thing which seems odd is the way the way the volume is handled at times, clearly louder on some tracks than the playback in the actual trackers. Sometimes the Replaygain peaks go beyond 1.00, which seems to be countered with a limiter. Is there a way to make the playback not go beyond the original peaks? I've noticed the issue especially with this track (http://api.modarchive.org/downloads.php?moduleid=33413#amber.it), which has a normal peak of 0.99 in any tracker program, but 1.43 if I play it in Foobar.
Title: foo_dumb
Post by: StephanSC on 07 November, 2015, 03:07:40 AM
Could you please add support for 2 new module formats:

MPTM - ModPlug Tracker format
XRNS - Renoise format (zipped XML)

Thank you very much for all your efforts you put into that wonderful Foobar plugin.
Title: Re: foo_dumb
Post by: j7n on 24 April, 2016, 12:05:13 PM
I have noticed that music from "Unreal" clicks in DUMB 1.0.160 where it does not in either BASS (xmplay or foobar 0.8.3) or ModPlug Tracker. For example "Isotoxin" (http://212.142.84.209/temp/unreal_dumb/). Also why is that modules unwrapped from UMX without any edits are replayed at higher level and click at different positions? For example "Foundry". Extracting it causes new clicks to appear at second 9 and 13. (It has a bad loop in sample 04 which clicks at second 6 in both cases and all players.)

My settings are 48kHz, blam and full ramping, chipomatic is off. No setting eliminates the clicks.
Title: Re: foo_dumb
Post by: kode54 on 24 April, 2016, 07:38:13 PM
Turn off modplay, and watch those clicks go away. Modplay and playptmod are designed to behave identical to the original PT/ST3/FT2 trackers, but their mixers are imperfect. Patches welcome.
Title: Re: foo_dumb
Post by: Kein on 26 April, 2016, 12:01:42 AM
The description mentions UMX support but I don't see it working - unable to add UMX into foobar playlist. S3M works fine, though.
Title: Re: foo_dumb
Post by: kode54 on 26 April, 2016, 12:53:06 AM
Are you sure you're adding Unreal Engine UMX archives containing modules? Most of the newer Unreal Engine games use lossy compressed streamed audio, usually Ogg Vorbis.
Title: Re: foo_dumb
Post by: Kein on 26 April, 2016, 03:13:05 AM
Yep, these are sure UMX from old Unreal
Title: Re: foo_dumb
Post by: j7n on 26 April, 2016, 04:02:13 AM
Playptmod makes a difference. I didn't know what it was for. With it off both file types play the same as expected. Foundry plays well with playptmod off, but Isotoxin is better with it on. To get playback as clickless as in BASS, I also had to adjust DC offset and apply short fades to samples 2 and 4.

I use Unreal Services Package Explorer to extract music. You can also open a map and see its settings, and which music is associated with it, to give untitled songs a name. (UMX, UPackage with just 1 tracked music file inside, has been openable with Foobar directly since the very beginning.)
Title: Re: foo_dumb
Post by: FF / MFG on 02 July, 2016, 07:02:34 PM
Umm, something broke playback of module blueberr.stm from my "classics" archive. I've searched online and it appears it is a conversion of blueberry.mod (couldn't find any credits). Although it could be vice versa (or multiple conversions), as some copies of the mod have "st-01" in sample names. Anyway, it sounds broken and off key. Maybe some effect doesn't work correctly?
Here's a link to .mod: https://modarchive.org/index.php?request=view_by_moduleid&query=171787 (It sounds correct)
I couldn't find .stm copy anywhere, so had to upload to the first googled filesharing site: http://www.filedropper.com/blueberr
Oh, and I've tried both with and without playptmod checkbox, it's bad anyway (does it even applies for .stm?).
My current foo_dumb is 1.0.160 and I think few months ago there was no problem. I'm not 100% sure, but I couldn't find where to download older versions to test.
Title: Re: foo_dumb
Post by: Enigma776 on 23 July, 2016, 01:16:08 PM
I am getting this error since updating "Failed to load DLL: foo_dumb.dll
Reason: The specified procedure could not be found." I assume I need to update something like c++ to make it run but I do not know which version I need. foo_midi is doing it too as both are written by the same author I assume its the same problem.
Title: Re: foo_dumb
Post by: lvqcl on 23 July, 2016, 02:44:34 PM
Maybe you installed them incorrectly. Or you have old bass.dll in the foobar2000 folder.
Title: Re: foo_dumb
Post by: Enigma776 on 23 July, 2016, 03:10:44 PM
Maybe you installed them incorrectly. Or you have old bass.dll in the foobar2000 folder.
Nope just install the component file as usual, even uninstalled and deleted the folders to make sure.
Title: Re: foo_dumb
Post by: kode54 on 23 July, 2016, 03:11:32 PM
There is also supposed to be both a bass.dll and an unmo3.dll.
Title: Re: foo_dumb
Post by: Enigma776 on 23 July, 2016, 03:17:37 PM
There is also supposed to be both a bass.dll and an unmo3.dll.
I have those files, they all come with the plugin.
Title: Re: foo_dumb
Post by: kode54 on 23 July, 2016, 03:21:43 PM
Strange. Maybe you can run the Dependency Walker to see why it's not loading?
Title: Re: foo_dumb
Post by: Enigma776 on 23 July, 2016, 03:22:56 PM
Strange. Maybe you can run the Dependency Walker to see why it's not loading?
That is ? Never heard of this.
Title: Re: foo_dumb
Post by: Melchior on 23 July, 2016, 04:02:32 PM
http://www.dependencywalker.com/
its a great program
Title: Re: foo_dumb
Post by: Enigma776 on 23 July, 2016, 04:23:50 PM
Dependency walker says there is a problem but not exactly what though.

Error: At least one required implicit or forwarded dependency was not found.
Warning: At least one delay-load dependency module was not found.
Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module.

I am sure its a runtime missing or not updated but without knowing which I have no idea.
Title: Re: foo_dumb
Post by: Melchior on 23 July, 2016, 05:03:41 PM
Dependency walker says there is a problem but not exactly what though.

Error: At least one required implicit or forwarded dependency was not found.
Warning: At least one delay-load dependency module was not found.
Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module.

I am sure its a runtime missing or not updated but without knowing which I have no idea.
save the dependency Walker file and upload it if u can
Title: Re: foo_dumb
Post by: Enigma776 on 23 July, 2016, 05:12:28 PM
https://dl.dropboxusercontent.com/u/116720/foo_dumb.dwi
Here you go.
Title: Re: foo_dumb
Post by: FF / MFG on 23 July, 2016, 05:58:36 PM
My current foo_dumb is 1.0.160
1.0.161, problem persists
I've uploaded problematic .stm to google drive also: https://drive.google.com/open?id=0BxZPF2mhuolCa21WRnFhUFE3UkE
Title: Re: foo_dumb
Post by: Melchior on 23 July, 2016, 06:58:59 PM
https://dl.dropboxusercontent.com/u/116720/foo_dumb.dwi
Here you go.
I looked at it but noting jumped out.... sry

what version of Foobar2000 are you running and what version of Windows are you running?

as I'm not having any crashes....
Title: Re: foo_dumb
Post by: Enigma776 on 23 July, 2016, 07:06:41 PM
I have tried both the current stable and beta versions of Foobar, running windows 10. As I said before It maybe a runtime issue, if I could find what this was written it I could go source the runtime.
Title: Re: foo_dumb
Post by: kode54 on 23 July, 2016, 10:26:33 PM
@FF / MFG: I'll look at it later, but STM is not really a high priority, considering it's not even compatible with .S3M, and I don't have a reverse engineered copy of ST2 to base a proper player on.

@Enigma776: If all else fails, please archive your foobar2000 directory, and your settings directory, or if it's a portable installation, the whole thing, and upload it to Mega or something, and PM me a link where I may retrieve it, so I may examine it.
Title: Re: foo_dumb
Post by: Enigma776 on 24 July, 2016, 07:15:29 AM
https://dl.dropboxusercontent.com/u/116720/foobar2000.rar
https://dl.dropboxusercontent.com/u/116720/foobar2000APPDATA.rar

Here you go. Would just like to point out previous versions of the plugins worked just fine it was only after I updated them.
Title: Re: foo_dumb
Post by: Case on 24 July, 2016, 08:09:04 AM
You have ancient bass.dll in your foobar2000 directory. Remove it. You also have other weird stuff going on like component archives in the components dir.
Title: Re: foo_dumb
Post by: Enigma776 on 24 July, 2016, 04:25:32 PM
You have ancient bass.dll in your foobar2000 directory. Remove it. You also have other weird stuff going on like component archives in the components dir.
I deleted the both bass.dll and those came with the update. Unsure on the archives.

Getting them directly from http://kode54.foobar2000.org/ dates the 17th of this month so how are they so out of date?

-EPIC EDIT-
Removed the bass.dll from the foobar directory and all is well again, no idea how long that has been in there or why it was in there in the first place. Panic over all is well. Thanks people.
Title: Re: foo_dumb
Post by: timber on 28 July, 2016, 02:35:41 PM
Umm, something broke playback of module blueberr.stm from my "classics" archive. I've searched online and it appears it is a conversion of blueberry.mod (couldn't find any credits). Although it could be vice versa (or multiple conversions), as some copies of the mod have "st-01" in sample names. Anyway, it sounds broken and off key. Maybe some effect doesn't work correctly?
Here's a link to .mod: https://modarchive.org/index.php?request=view_by_moduleid&query=171787 (It sounds correct)
I couldn't find .stm copy anywhere, so had to upload to the first googled filesharing site: http://www.filedropper.com/blueberr
Oh, and I've tried both with and without playptmod checkbox, it's bad anyway (does it even applies for .stm?).
My current foo_dumb is 1.0.160 and I think few months ago there was no problem. I'm not 100% sure, but I couldn't find where to download older versions to test.

I compared the 2 files and there are 2 kind of differences in the STM:
- In the patterns, all notes are given with an associated instrument while in the MOD not (reuses the instrument of the last played note). Assuming that the instruments numbers are correct this should lead to a difference.
- The samples are associated with a frequency of 8484Hz, which is somewhat higher than the 8287Hz (PAL) or 8363Hz (NTSC) associated to Amiga MODs. The sound is thus pitched higher, but its far from a semitone, maybe about a MOD finetune of +1.

For the rest it is just a simple file with only arpeggios as effects, so I doubt foo_dumb played them incorrectly.
Title: Re: foo_dumb
Post by: FF / MFG on 28 July, 2016, 05:16:22 PM
I compared the 2 files and there are 2 kind of differences in the STM:
- In the patterns, all notes are given with an associated instrument while in the MOD not (reuses the instrument of the last played note). Assuming that the instruments numbers are correct this should lead to a difference.
- The samples are associated with a frequency of 8484Hz, which is somewhat higher than the 8287Hz (PAL) or 8363Hz (NTSC) associated to Amiga MODs. The sound is thus pitched higher, but its far from a semitone, maybe about a MOD finetune of +1.

For the rest it is just a simple file with only arpeggios as effects, so I doubt foo_dumb played them incorrectly.
But did you actually listened to .mod vs .stm with foo_dumb? The difference in sound is readily noticeable.
Sadly I don't know much about module internals. Last time I did anything in trackers was in the 90s...
I've rechecked with freshly installed portable foobar+foo_dumb, so it's not some artefact of my setup. I also tried to resave the module with some modern tracker, I've tried OpenMPT. It can only save .s3m, not .stm. Module exported to .s3m sounds fine in foobar. So it's almost definitely something .stm specific.
...Okay, apparently I do remember a tiny bit. I've looked at another stm, found a part with arpeggio effect and compared (stm with s3m export). Turns out it's wrong too. Blueberr is just a module where it's most apparent. My guess is something's up with stm-specific realization of arpeggio effect. Maybe some other factor contribute too.
Title: Re: foo_dumb
Post by: villeneuve on 23 November, 2016, 09:01:17 AM
It's a great plugin you created! Thank you!
I've got a question though: What does the option "Enable 3 channel surround output" do exactly?
Title: Re: foo_dumb
Post by: deus-ex on 23 November, 2016, 10:17:43 AM
What does the option "Enable 3 channel surround output" do exactly?
This relates to certain PSM modules. Please read the four posts starting here (https://hydrogenaud.io/index.php/topic,27367.msg822250.html#msg822250).
Title: Re: foo_dumb
Post by: villeneuve on 23 November, 2016, 12:57:32 PM
Thanks for your fast answer! So when playing out to a Dolby Pro Logic decoder I should mark the checkbox "Enable 3 channel surround output" do exactly? BTW why wasn't that option placed in the normal settings window?
Title: Re: foo_dumb
Post by: deus-ex on 23 November, 2016, 02:57:23 PM
Thanks for your fast answer! So when playing out to a Dolby Pro Logic decoder I should mark the checkbox "Enable 3 channel surround output" do exactly? BTW why wasn't that option placed in the normal settings window?
Like I wrote above enabling this option makes only sense if you want to playback PSM modules that make use of the surround effect, for example those which I mentioned in the post I referred to. Permanently enabling this option will lead to inaccurate audio recreation of audio files that do not make use of the described 3-channel-surround-sound-effect.
Title: Re: foo_dumb
Post by: villeneuve on 23 November, 2016, 05:12:53 PM
Ah, got it, thanks again!
Title: Re: foo_dumb
Post by: kode54 on 23 November, 2016, 08:36:21 PM
No, it relates to *any* module format that uses surround mode. S3M, IT, or PSM. Instead of outputting the surround sound as phase inverted in a stereo signal, it will output all tracks as Front Left, Front Right, Rear Center, and mix appropriately.
Title: Re: foo_dumb
Post by: deus-ex on 24 November, 2016, 11:14:26 AM
Thank you for the clarification and providing further details, Kode54.
Title: Re: foo_dumb
Post by: villeneuve on 25 November, 2016, 11:02:11 AM
Hm, but what is that surround mode supposed to do when creating a module song? It seems not to be related to Dolby Surround, because all the songs I have that claim to contain Dolby Surround information play exactly as expected while I don't have the "Enable 3 channel surround output"-option enabled.
Title: Re: foo_dumb
Post by: CoRoNe on 22 December, 2016, 05:25:30 PM
I don't listen to sequenced music formats that often, but Stardust.umx (http://downloads.tactical-ops.org/index.php?dir=TO_File_Database/Assets/Music/&file=Stardust.umx) is one of the few in my collection that foo_dumb doesn't want to play.
Thought I'd mention after all this time, because I can't remember foo_dumb ever having played it.
Title: Re: foo_dumb
Post by: kode54 on 23 December, 2016, 12:38:31 AM
This is fixed now. It's a M.K. MOD inside a UMX, and the "type" field returns a NULL, something else I skipped on.
Title: Re: foo_dumb
Post by: deus-ex on 23 December, 2016, 03:47:29 AM
UMX = Unreal Music eXtension
A music file container of the Unreal Engine (Unreal, Unreal Tournament, Deus-Ex) used for various supported music file formats like MP3, OGG, MOD, S3M, IT, XM.

The original module can be downloaded here: ftp://ftp.modland.com/pub/modules/Protracker/Jester/stardust%20memories.mod


@kode54:
Not sure if it is known and can be easily fixed, but apparently FTP links are currently not supported via BBCode.
Title: Re: foo_dumb
Post by: CoRoNe on 23 December, 2016, 05:06:58 AM
Fix confirmed. Thanks a lot, kode54!
Title: Re: foo_dumb
Post by: kode54 on 23 December, 2016, 03:42:59 PM
Testing: stardust memories.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Jester/stardust%20memories.mod)

Just reporting a quick fix was just uploaded for non-UMX files that were broken by recent UMX changes.
Title: Re: foo_dumb
Post by: deus-ex on 23 December, 2016, 04:54:20 PM
Testing: stardust memories.mod (http://ftp://ftp.modland.com/pub/modules/Protracker/Jester/stardust%20memories.mod)
I see what you tried there, yet the URL does not resolve. Btw, I just noticed that upon quoting a http:// is added in front of a FTP link.
Title: Re: foo_dumb
Post by: kode54 on 23 December, 2016, 07:21:24 PM
I'll lodge a feature request with ElkArte, then. I'd rather do that than modify the script in strange ways.
Title: Re: foo_dumb
Post by: deus-ex on 23 December, 2016, 08:07:48 PM
Thank you for looking into this and forwarding the issue to ElkArte.
Title: Re: foo_dumb
Post by: kode54 on 23 December, 2016, 08:17:17 PM
There's already a separate BBcode tag: [ftp].
Title: Re: foo_dumb
Post by: deus-ex on 23 December, 2016, 09:16:47 PM
There's already a separate BBcode tag: [ ftp ].
I just tried that, at first I could not get it to work. The trick is to omit the closing branch [/ftp]:
Quote
[ftp_=ftp url]<some text>
     ^-- exclude underline character
Working FTP link example: stardust memories.mod

Maybe you want to add a button to the "Post reply" interface for placing an FTP link?
Thank you for your support! :)
Title: Re: foo_dumb
Post by: kode54 on 24 December, 2016, 01:29:47 AM
I may add a button, but who uses the buttons anyway? Doesn't everyone want to type BBcode or HTML or XML or virtually any code by hand all the time? I don't even use the full reply page any more, I just type into the quick reply and quick edit boxes.

E: You forgot the close ftp tag. I added it for you.

The syntax is:

Code: [Select]
[ftp=ftp://url]some descriptive text[/ftp]
Title: Re: foo_dumb
Post by: deus-ex on 24 December, 2016, 05:18:29 AM
E: You forgot the close ftp tag. I added it for you.

The syntax is:

Code: [Select]
[ftp=ftp://url]some descriptive text[/ftp]
Like I wrote in my previous post, I did not forget the closing [/ftp]. At the time of writing I had to omit it in order to get the FTP link working. Now when checking the syntax in this post both options appear to work. Just check the examples below:

With closing [/ftp]: stardust memories.mod
Without closing [/ftp]: stardust memories.mod

I suggested to add a FTP link button to the interface as the [ftp] syntax is not very common. I leave it with you whether to add it.

Doesn't everyone want to type BBcode or HTML or XML or virtually any code by hand all the time?
I agree with that, I do that too. Yet the FTP link issue required an exception.

Thank you for taking your time to check back.
Title: Re: foo_dumb
Post by: kode54 on 24 December, 2016, 04:34:41 PM
I can call it the deus-ex button, because you'll be the only person to have a use for it.
Title: Re: foo_dumb
Post by: deus-ex on 24 December, 2016, 06:12:36 PM
I don't require such a button for my own usage as I have learned about the existence of the [ftp] tag and its (varying) syntax during the process. Like I already expressed, if you don't feel comfortable with it and think my argument does not have enough weight to justify it then leave it be. I don't ask you to add it for my own comfort but for the convenience of other forum members. I wonder what led you to get my suggestion and intention this wrong.
Title: Re: foo_dumb
Post by: kode54 on 24 December, 2016, 06:31:16 PM
I can lodge a feature request with the ElkArte forum to automatically use the [ftp] tag if the link button is fed an ftp:// link. Otherwise, I can try to implement that myself.
Title: Re: foo_dumb
Post by: FF / MFG on 28 January, 2017, 02:39:54 PM
@FF / MFG: I'll look at it later, but STM is not really a high priority, considering it's not even compatible with .S3M, and I don't have a reverse engineered copy of ST2 to base a proper player on.
@kode54
Hey, just wanted to remind you of this STM/arpeggio playback bug.  It's been a few months, and it still troubles me.
Please take a look at it when you'll have the chance.
I wrote some more about it here:
https://hydrogenaud.io/index.php/topic,27367.msg925954.html#msg925954

Thank you.
Title: Re: foo_dumb
Post by: kode54 on 28 January, 2017, 03:19:47 PM
Sorry for not noticing how simple this problem was to fix, or at least, I hope it's fixed now. The problem is, STM is treated like yet another special snowflake: Its speeds of 16x the norm are, instead of being divided by 16, kept as-is, and the tempo advances at 1/16 the normal rate. This allows for the bizarro effect speeds to flow smoothly. Unfortunately, it also means that arpeggio is processed 16 times faster. So I added a divider to the arpeggio handler for STM, so the tick position is reduced to 1/16, which should correct the speed.
Title: Re: foo_dumb
Post by: FF / MFG on 28 January, 2017, 11:48:30 PM
Sorry for not noticing how simple this problem was to fix, or at least, I hope it's fixed now.
Wow, super quick update! :)
Yes, everything seems to sound correctly now. Thank you again.
Title: Re: foo_dumb
Post by: corndog69 on 18 February, 2017, 03:57:12 AM
Hello kode54, long-time user of the plugin. Thanks for creating it!

One issue I'm facing with foo_dumb is particular to the Peggle Deluxe game music file. There is a rather long (3 to 5 seconds) load time for each and every sub-track in the single 2,550KB .mo3 file, which makes gapless playback impossible.

While loading, my computer also becomes unresponsive across the entire system. Even keyboard events get interrupted as if the computer is "lagging".

Not sure if there's something wrong with my config, hardware issue or something else.

How would I go about submitting the .mo3 file for testing?

Please help!
Title: Re: foo_dumb
Post by: kode54 on 18 February, 2017, 03:33:38 PM
MO3 files are not currently cached, so they must be unpacked for each song or subsong that is played. The only workaround is to unpack the MO3 file manually and play the unpacked result instead.
Title: Re: foo_dumb
Post by: corndog69 on 18 February, 2017, 10:57:42 PM
Thanks for the quick response!

I see, but isn't it odd to have to unpack the same .mo3 file repeatedly for every sub-track?

I can understand the delay at the start while it loads the .mo3 file for the first time, but having to do it for every sub-track seems excessive.

Is it because it is unpacking only the samples needed for the upcoming sub-track and discarding the rest?

I've just tried to unpack the .mo3 file using unmo3.exe from u4seen. It produced a huge 71.6MB .it file.

Loading this into fb2k, the delay issue between tracks is gone. But now there is a slight but noticeable "hiccup" between sub-tracks such that they don't flow smoothly from one to the next. It's almost like a split-second part of a sample is being played but then aborted to begin the next sub-track.
Title: Re: foo_dumb
Post by: kode54 on 19 February, 2017, 01:12:42 AM
Of course the subsongs don't flow smoothly. The player knows nothing of the flow between them.

To play two subsongs:

Title: Re: foo_dumb
Post by: deus-ex on 22 August, 2017, 02:27:47 PM
Hi, what's the reason that you dumped playptmod, st3play, ft2play and bass.lib all of a sudden after all these years?
Title: Re: foo_dumb
Post by: kode54 on 22 August, 2017, 05:40:51 PM
The author of playptmod, st3play, and ft2play, kind of pissed me off. And the BASS removal was just coincidence.
Title: Re: foo_dumb
Post by: ENDrain on 17 September, 2017, 03:42:25 PM
The plugin is not working. It installs alright and I can see its settings in preferences, but foobar keeps recognizing *.umx an corrupted or unsupported format. Foobar 1.3.6, Windows 8.1, I'm trying to play music from Harry Potter and Philosopher's Stone.
Title: Re: foo_dumb
Post by: Melchior on 17 September, 2017, 06:32:47 PM
The plugin is not working. It installs alright and I can see its settings in preferences, but foobar keeps recognizing *.umx an corrupted or unsupported format. Foobar 1.3.6, Windows 8.1, I'm trying to play music from Harry Potter and Philosopher's Stone.

Foobar2000 current latest version is v1.3.16 so please UPDATE! 
its sacrilege to not stay up to date!!
 ;p   >:(  :))  :o  8)  :P  :P  :P  O:)   ;)  ;)  ;)  ;)  ;)  ;)

and DUMB v1.1 is the most current version.... ;) :D

unfortunately the only music I have for play with DUMB is


Uplink (1998) by Introversion Software
.s3m, .xm, .mod
Title: Re: foo_dumb
Post by: kode54 on 18 September, 2017, 10:39:17 PM
The plugin is not working. It installs alright and I can see its settings in preferences, but foobar keeps recognizing *.umx an corrupted or unsupported format. Foobar 1.3.6, Windows 8.1, I'm trying to play music from Harry Potter and Philosopher's Stone.

This UMX format has nothing to do with the Unreal Archive format supported for Module playback. It is more likely to be supported by foo_input_vgmstream (http://www.foobar2000.org/components/view/foo_input_vgmstream), if anything.
Title: Re: foo_dumb
Post by: Melchior on 19 September, 2017, 02:59:52 AM
The plugin is not working. It installs alright and I can see its settings in preferences, but foobar keeps recognizing *.umx an corrupted or unsupported format. Foobar 1.3.6, Windows 8.1, I'm trying to play music from Harry Potter and Philosopher's Stone.

This UMX format has nothing to do with the Unreal Archive format supported for Module playback. It is more likely to be supported by foo_input_vgmstream (http://www.foobar2000.org/components/view/foo_input_vgmstream), if anything.
:(

strange.. I checked my Unreal Tournament game folders.....
I found
- Vorbis/.ogg for Unreal Tournament  2k4
- UT3 had a combined UPK file from the looks of it and could NOT open it... :(
Title: Re: foo_dumb
Post by: kode54 on 19 September, 2017, 03:26:22 PM
The UMX reader is for UT99.
Title: Re: foo_dumb
Post by: Melchior on 19 September, 2017, 04:03:43 PM
The UMX reader is for UT99.
ooh ok yeah I don't have that installed... ;)
Title: Re: foo_dumb
Post by: deus-ex on 30 September, 2017, 08:56:00 AM
Hi kode54,

with the recent updates on Gitlab, I assume foo_dumb's distribution is back in its former condition including PlayPTMOD, ST3Play, FT2Play and BASS.dll, can you confirm? I'm happy to see that you apparently settled the issues which led to foo_dumb's reset to its roots.

Take care.
Title: Re: foo_dumb
Post by: kode54 on 30 September, 2017, 06:33:39 PM
Yes, that situation has been resolved amicably.
Title: Re: foo_dumb
Post by: VEG on 11 October, 2017, 01:51:21 PM
It seems that foo_dumb contains an older version of bass.dll than version of the same library in the foo_midi. IMHO, it is better to include the same version of the library.