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Re: AO SDK release 1.4.6 available [Re: R. Belmont] #46204 11/07/08 03:40 PM
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exolon2 Offline
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Originally Posted By R. Belmont
Also, Initial D is not sequenced and won't play in AO even after the update. You'll need someone to port VGMStream to the Mac.

Would this require in-depth knowledge of all of AO, or could an outsider do it? There are some quality streaming soundtracks out there, so I'd like to help get something working unless it's completely beyond my meagre capabilities laugh

Re: AO SDK release 1.4.6 available [Re: exolon2] #46205 11/07/08 03:52 PM
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RB, Initial D is partly sequenced. There's even one or two eurobeaty ones.

Also, VGMStream should compile on a POSIX-like system, MacOS X included (the console line player, not the Winamp plugin, obviously). hcs says the program assumes little-endian for now, so I can't say it will work on PPC based systems though.

Re: AO SDK release 1.4.6 available [Re: exolon2] #46206 11/07/08 03:52 PM
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R. Belmont Offline OP
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It's something I'm interested in adding to AO at some point since there's currently no non-Windows way to play those rips. I had thought the license was incompatible but I just checked it on SourceForge and I was mistaken. Hmm smile

Re: AO SDK release 1.4.6 available [Re: R. Belmont] #46207 11/07/08 04:19 PM
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Knurek Offline
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Originally Posted By R. Belmont
It's something I'm interested in adding to AO at some point since there's currently no non-Windows way to play those rips. I had thought the license was incompatible but I just checked it on SourceForge and I was mistaken. Hmm smile


<smartass>
I wonder what will come sooner, system16.com update or new M1 core laugh
</smartass>

Re: AO SDK release 1.4.6 available [Re: Knurek] #46208 11/07/08 04:22 PM
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R. Belmont Offline OP
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Duke Nukem Forever will be out before system16 updates again smile

I really want to figure out why M1 isn't scheduling 68000s correctly before I release another core update (and it's only the 68000, it's not a core-wide thing), because that has implications for the F3 accidental vibrato as well as possibly finally getting Spy Hunter to behave.

Re: AO SDK release 1.4.6 available [Re: Knurek] #46210 11/07/08 04:43 PM
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exolon2 Offline
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Originally Posted By Knurek
Also, VGMStream should compile on a POSIX-like system, MacOS X included (the console line player, not the Winamp plugin, obviously). hcs says the program assumes little-endian for now, so I can't say it will work on PPC based systems though.

I checked if it would build out of the box, but it depends on Audacious, an apparently Linux-only(?) music player which uses GTK. Can't tell for sure yet because the Audacious website is down and apparently has been for a couple of months.

Re: AO SDK release 1.4.6 available [Re: exolon2] #46211 11/07/08 05:00 PM
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Eh? It should build standalone from what I've seen.

Re: AO SDK release 1.4.6 available [Re: exolon2] #46212 11/07/08 05:01 PM
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hcs Offline
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The whole configure/make thing was designed around building the audacious plugin, but the core of VGMstream is a library without any frontend. There isn't a standalone way to just build that, though (well, a make in /src could work), and there are a few different build systems there so I understand how it can be confusing.

./bootstrap && ./configure && make -f Makefile.unix
for the audacious plugin

make in /
builds the Winamp plugin and command line decoder with the mingw cross-compiler in Ubuntu

make in /test
does a native build of the command line decoder (I guess you want to start with this)

and vgmstream.sln is a MSVC (don't recall which version) solution for building the Winamp plugin and command line decoder for Windows

There is also a dependency on libvorbis and libmpg123. If you remove references to those from the makefile and comment out the VGM_USE_* #defines in vgmstream.h it should work without them.

The endian-dependency mentioned is in the command line decoder; while the wav header is always written little-endian, the audio itself is rendered in host-endian and written straight out to the file. This can be fixed easily enough. But it is that way because I've never had an opportunity to test it on a big-endian system, so there could well be mistakes elsewhere. Also while I tried to be careful about types (using the intXX_t types where needed) it's never been built for anything but 32-bit x86.

Good luck, I'll try to pay attention if you need any help, and if you spot bugs let me know. The test decoder was supposed to be an example for how to interface with the library though it's become a bit unwieldy with features at this point.

Last edited by hcs; 11/07/08 05:08 PM. Reason: typo
Re: AO SDK release 1.4.6 available [Re: hcs] #46216 11/07/08 06:18 PM
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exolon2 Offline
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Hi hcs,

Thanks for that. Once I'd installed libvorbis and libmpg123 I was indeed able to compile the command-line decoder, although I had to manually specify the library path for some reason.

I'm not exactly sure what to test it on, though - are there any simple examples?

Re: AO SDK release 1.4.6 available [Re: exolon2] #46217 11/07/08 06:30 PM
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Knurek Offline
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Get the Initial D: Arcade Stage set linked earlier, and the SPSD2GENH batch (you will need to append the headers manually, since I'm using windows CMD.exe commands for it).

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