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Joined: Dec 1969
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Available now for Windows, Linux, and Mac.

- Added support for gzips nested inside other archives.

- Added support for NSFE files.

- Rewrote the VGM engine to support the latest files, needed for Project 2612.

- Numerous fixes to the S98 engine; sound quality should be much better now.

- NSF and GBS files no longer allow you to go two tracks beyond the end of the file.

- The SNDH engine no longer stops playback at the three minute mark.

- Fixed previous/next song highlighting in KSS driver.

- Blargg sent in FME-07 support for the NSF engine (Gimmick!).

- R. Belmont added support for various PC AdLib formats (.ROL, .SCI, and .IMF).

- R. Belmont added support for .VTX files (Spectrum).

- R. Belmont added support for ID666 tags in SPC files, and converted the code to use the Game_Music_Emu engine.

http://www.bannister.org/software/ao.htm

Joined: Oct 2004
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Outstanding release! Thanks!

Two quick questions:
-Is PC Engine support broken in this release? I played numerous .hes files (all of which can be found at zophar.net) and they just play silence for every track.
-Not to draw comparisons here, but in Game Music Box there are individual track names that show up in NSF Extended files. Are you planning on implementing that in the near future?

Otherwise, nearly perfect. I love finally having correct SNES sound, extended SNES tags, NSFEs, and Genesis VGMs. Thanks again!

Joined: Mar 2001
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R
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I just tried the .hes of Parodius Da!, it works ok for me on all of my builds. Might be a CodeWarrior thing.

ETA: Tried several more HES sets from Zophar, they all play fine on my PC and not at all on my G5. Richard? =)

I'll check out the NSFE per-track name too.

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CodeWarrior's optimizer decided to do bad things to 2.0b7 of Audio Overload. I'm a little miffed that this didn't show up earlier, but I guess I've been playing with the debug compile so long that I just assumed things would work in release mode (yes, I know that's a bad plan, but I'm seriously lacking in sleep right now so forgive me on that one!).

I've just replaced the Mac build with the optimizer disabled in a few strategic places. Please download again and let me know if problems persist.

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I've sent Richard the revised code for per-track NSFE naming and revised PC binaries with it included (as well as a hotfix for the Windows version not recognizing NSFEs in archives). I think he's asleep now though, so that'll have to wait.

PS: Zophar's posted PSFs for Resident Evil 1 & 2. I had no idea those games were sequenced, but sure enough there's raw terror coming out of my speakers now :shiver:

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OK, hes files work again. Thanks for the quick fix!

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I'm playing some songs on the new AO. Sorry for asking this question if it's "noobish" or just plain common knowledge around here, but this is the first time I've tried this program.... What is it that causes the music to skip whenever I roll the mouse scroll wheel?

I had the same problem with the Meridian Advance Player.


Dear Mod/Admin, Please let me know why you had to delete this post. Thanks.
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I think it gives up too much CPU, at least on Windows. Whenever I change windows and do something (like scrolling a document with the mouse wheel), the playback tends to skip. This goes away if you set the process' priority to High in Task Manager.

This isn't a new thing, I just haven't been on the ball in mentioning it.

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Yeah, I should probably boost the thread priority for the playback to High by default. Windows' scheduler gets faked out a bit if you're a GUI app but you do your main work in another thread.

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Does this new release improve the emulation of SPC or NSF?
How close to "perfect" is the emulation of those?

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