Skip to main content

Notice

Please note that most of the software linked on this forum is likely to be safe to use. If you are unsure, feel free to ask in the relevant topics, or send a private message to an administrator or moderator. To help curb the problems of false positives, or in the event that you do find actual malware, you can contribute through the article linked here.
Topic: Implementing loop playback for game background music (Read 3124 times) previous topic - next topic
0 Members and 1 Guest are viewing this topic.

Implementing loop playback for game background music

I would like to play game background music in a loop; however, I am having great trouble finding a music player that supports it.

I am using a piece of software called foo_input_wave_loop to implement loop playback.
http://www.slemanique.com/software/foo_input_wave_loop.html

However, when I tried using this software, I found that the original music file has to be a wav file with extension ".wavloop" and, in any case, it does not run on Linux.
I know of other types of software, but they only seem to support Windows.

KbMedia Player
http://hwm5.gyao.ne.jp/kobarin/

LoopMID2LoopOGG
https://github.com/WL-Amigo/LoopMID2LoopOGG

FOLE
http://ficusel.com/index.html?pagereq=prod&prodreq=fole

OGG/FLAC & VGM Tunes Loop Player Beta
https://www.youtube.com/watch?v=zFqUBzaWRhI

So I am now thinking that one solution could be to include loop playback metadata into the codec specification.
In this way, loop playback for games could also be implemented on generic audio devices in the future.

What does everyone think?
I would really appreciate your feedback or any alternative ideas.

Re: Implementing loop playback for game background music

Reply #1
Your post confuses me.

Post says: "Implement", which means creating a software that does so.
Post also says: "difficulty finding a player that does". A player is something that a user would use, not a software developer.
Then again, the post says "include loop playback metadata into codec specification", which again, it's a developer task.

And all that, for looping a sound/song.

If you are a developer, or the question is about developing a software yourself or someone that you know, then looping is like counting 1+1.  (Trivial, and also, the applications that you talk about already use metadata to indicate the loop points).

If you are a user that simply wants to play those files, then I don't understand which are your constraints that make your own solutions to be invalid.

Re: Implementing loop playback for game background music

Reply #2
Game developers can use the audio functions provided by the game engine, 3rd party audio library or middleware to automate their audio data, or make everything from scratch. A universal or generic loopable format for every game is unlikely to exist.

If the developers desire, they can even encrypt everything, including audio so that nothing can be ripped other than recording the audio output yourself.

Re: Implementing loop playback for game background music

Reply #3
Fixed that for you:  :))
Quote
If the developers desire, they can even encrypt everything, including audio so that nothing can be ripped by most users other than recording the audio output yourself.

Re: Implementing loop playback for game background music

Reply #4
Fixed that for you:  :))
Quote
If the developers desire, they can even encrypt everything, including audio so that nothing can be ripped by most users other than recording the audio output yourself.

Hahahahaha.  It's how it usually goes too.  The classic game of cat & mouse with little lossy compressed audio files used by computer programs for the purpose of playing games.  Don't get me started on the fact that you may never get the full song that way in most cases either because it's trimmed down version of it and worse they may be no soundtrack release at all or poorly released version of it.  Unlike the movies they may be a very good chance most of the time that it's just the song with nothing else mixed in with it if you're lucky enough.

Re: Implementing loop playback for game background music

Reply #5
Any software is welcome to use the VGMStream library, with its highly permissive license, to implement looping for many game related formats, including more generic formats such as Ogg Vorbis and WAV, and even external .pos files specifying looping points for any arbitrary format supported by the version of FFmpeg you happen to link into it, if you enable it at compile time.

Re: Implementing loop playback for game background music

Reply #6
Hahahahaha.  It's how it usually goes too.  The classic game of cat & mouse with little lossy compressed audio files used by computer programs for the purpose of playing games.  Don't get me started on the fact that you may never get the full song that way in most cases either because it's trimmed down version of it and worse they may be no soundtrack release at all or poorly released version of it.
In case of EINHÄNDER it is the opposite. The ripped version is longer. Maybe they didn't bother to release a 2-disc OST so they trimmed most tracks.
https://youtu.be/U5fNBNTXYlQ
https://youtu.be/7_a8zstttak

Re: Implementing loop playback for game background music

Reply #7
And in the case of the Death Magnetic in Guitar Hero, you could even get a decent master.