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A few release notes for the PC versions: The Linux binaries were built with GCC 4.3 (stock Fedora 9) this time. AFAIK any GCC 4.x-based distro should be compatible, but let me know if you have shared library issues and I can rebuild with compat-gcc like the previous versions. Both the Linux and Windows versions now add an icon to your system tray which you can right-click to get a popup menu and control things. This is arguably most useful on Linux with multiple desktops, but if you want to load up a playlist and hide AO on Windows it's handy there too. Like the recent betas, the Windows versions are built with Visual Studio 2005 SP1. If you get a configuration or missing DLL error, you need to run Microsoft's installer for the updated MFC libraries: 32-bit or 64-bit.
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I did get a problem on Pclinuxos if you're interested:
ao: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.9' not found (required by ao)
libstdc++6-4.1.1-4pclos2007
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Mmm, that's a glibc thing rather than a libgcc/libstdc++. Not sure compat-gcc will fix that but I'll post a test later. 32-bit?
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I believe that is part of libstdc++ not glibc. And yes, 32 bit.
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Hello, I'm unable to launch the Mac version. Console.app lists this error after double clicking AO: 8/1/08 1:28:36 PM com.apple.launchd[73] ([0x0-0xcd6cd6].com.bannister.audiooverload[29434]) posix_spawnp("/Emulation/Audio Overload v2.0/Audio Overload.app/Contents/MacOS/Audio Overload", ...): Bad CPU type in executable 8/1/08 1:28:36 PM com.apple.launchd[73] ([0x0-0xcd6cd6].com.bannister.audiooverload[29434]) Exited with exit code: 1 I'm using an old PowerPC G4 Mac mini, OS 10.5.4. Audio Overload 2.0b9 still works fine. Is the G4 no longer supported?
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Ugh, possibly - this wasn't intentional though. I'm in Denmark for the weekend but I'll check it when I'm home (Monday afternoon) and release a new build if necessary.
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Hello, all. I seem to be experiencing a bit of a problem. Despite the news about the .DSF format now being supported (that's also mentioned in the download), I can't seem to get that working. I took a look at the channels and it appears that there is no .DSF channel in v.2.0. Now, I feel like I just downloaded a clone of v.2.0b9.
Anyone know what's up. I thought it'd be nice if u also had a test track of .DSF to show that it's supported (what came packaged was "Defloration.mod").
I came across a .DSF track labeled "soatest.DSF (apparently a test track of Skies of Arcadia). If you can find a solution to this problem, let me know.
I also found it kinda awkward you still have an image of 2.0b4 in the downloads area. I thought the page needed to have a more updated look, that's all.
I currently use Mac OSX 10.4.11
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There are not channel mutes for DSF yet, in part because there would be 64 of them and the driver does dynamic voice allocation so it'd be useless. Please try this known good rip: http://rbelmont.mameworld.info/testdsf.zip(copy/paste the URL into your browser's address bar). ETA2: I just tried some DSFs on my G5 tower (running 10.5.4) and they played fine, although it took a few seconds after clicking Play before they started.
Last edited by R. Belmont; 08/02/08 01:04 AM.
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Anyone know what's up. I thought it'd be nice if u also had a test track of .DSF to show that it's supported (what came packaged was "Defloration.mod"). I don't include copyrighted code in my downloads. This is a matter of policy. I also found it kinda awkward you still have an image of 2.0b4 in the downloads area. I thought the page needed to have a more updated look, that's all. Eh, 2.0b4 on the Mac looks just the same as 2.0 final. I've not bothered changing the image but other than the number it looks the same.
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Thank you both for your input, I've managed to get things running smoother now. I did away with the latest beta version to avoid complications/confusion. BOTH .DSFs work! It's a shame though they all have to start out in a Unix-file format, unlike the other VG filetypes....
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Denmark is a nice country, enjoy your time there 
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Okay, I had a look at this. I have no idea at all why it won't run on a G4, and as I no longer have any PowerPC Macs it's not possible for me to troubleshoot the problem. I'd suggest sticking with the last version that works until you can upgrade.
I am likely to switch to Intel only at some stage in the not too distant future anyway...
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Did you target G5 specifically for the PowerPC variant?
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Heh, I'm glad I dragged 2.0b9 out of the trashcan after finding out the 2.0 version didn't work  . I won't upgrade too soon though, this mini still packs a punch, especially with Leopard. And it's very quiet, the Intel ones are noisier. But it's tempting to get one of those Intel minis... or those shiny new 21" aluminum iMacs, especially with the nice prices in Europe right now. But if AO works on the G5 I could just run it on my work machine. I also have another G4 to test on. If you really want to spend/waste time on it I can open a PPC G4 with VNC/Remote Desktop with dev tools installed and all, you should be able to just test on that without too much effort (although I imagine anything else would be killing).
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Did you target G5 specifically for the PowerPC variant? No. I thought that's what I'd done, but no - I just targeted i386 and ppc as per the Standard 32-bit build settings in Xcode. It won't run in Rosetta either FWIW. To my knowledge I've made no changes to the project or build settings since the first universal binary release, which is why I'm a little mystified by this... Suggestions welcomed!
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Tested: G5 quad running Leopard: works fine, including Square PSF2 G4 Mac mini running Leopard: CPU type error G4 eMac running Tiger: CPU type error Guess that confirms it. EDIT: Here's some mail in the Apple Mailing list about it, but I doubt it's that simple. I could try to ask someone with a 32 bit MacBook to test... The first ones were 32 bit, weren't they?
Last edited by L66; 08/05/08 12:48 PM. Reason: Added link
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Audio Overload is 32-bit on the Mac.
I'm genuinely mystified by this...
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Weren't you using a new Xcode beta? Maybe it defaults to 64-bit now or something.
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No - I was using 3.0, then I updated to 3.1 to see if would solve the problem.
AO on the Mac is Carbon so it wouldn't link if it wasn't set to 32-bit. It's a mystery; the project file hasn't changed in aeons. Only thing I can think of is that G4 support is broken when compiling on a Mac Pro... that's the only thing I've changed.
In any case I'm probably going to pull PPC support across the board at some stage not too long from now, mainly because I can't support something I can't test.
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It's a mystery indeed. I've asked someone owning a 32 bit MacBook to test, and AO 2.0 launches just fine on that. I can't imagine XCode would just drop 32 bit PPC support and keep 64 bit support for Carbon apps either. Oh well. EDIT: Apparently it did just that: Mac-mini:~ l66$ lipo -detailed_info /Emulation/Audio\ Overload\ v2.0/Audio\ Overload.app/Contents/MacOS/Audio\ Overload
Fat header in: /Emulation/Audio Overload v2.0/Audio Overload.app/Contents/MacOS/Audio Overload
fat_magic 0xcafebabe
nfat_arch 2
architecture i386
cputype CPU_TYPE_I386
cpusubtype CPU_SUBTYPE_I386_ALL
offset 4096
size 3073308
align 2^12 (4096)
architecture ppc970
cputype CPU_TYPE_POWERPC
cpusubtype CPU_SUBTYPE_POWERPC_970
offset 3080192
size 3194176
align 2^12 (4096)
The 2.0b9 version lists
Mac-mini:~ l66$ lipo -detailed_info /Emulation/Audio\ Overload\ v2.0b9/Audio\ Overload.app/Contents/MacOS/Audio\ Overload
Fat header in: /Emulation/Audio Overload v2.0b9/Audio Overload.app/Contents/MacOS/Audio Overload
fat_magic 0xcafebabe
nfat_arch 2
architecture ppc
cputype CPU_TYPE_POWERPC
cpusubtype CPU_SUBTYPE_POWERPC_ALL
offset 4096
size 3054440
align 2^12 (4096)
architecture i386
cputype CPU_TYPE_I386
cpusubtype CPU_SUBTYPE_I386_ALL
offset 3059712
size 2855212
align 2^12 (4096)
I'm sure you already know though. Knowing you didn't and never would specifically target ppc64 it's indeed a complete mistery. Well, being unable to provide any more info as a generic user with no coding know how at all I'll just let this rest. G5 support works for me, and I probably get rid of that machine anyway before Snow Leopard arrives (which just may drop PPC support entirely according to the rumors). If Apple would have just announced the switch sooner I wouldn't have invested in that machine at all. That was a lot of money that went down the drain seeing how the PPC programs I wanted to use on it either cancelled or dropped support, also thanks to the PCI/PCI-X/PCI-e switch around that time. At least I don't have the PCI-X version. The 8 GB of RAM wasn't too cheap either back in 2005. No, I think I just get a cheap Intel machine, and keep my G4 MDDs for work. They also run my OS 9 programs (sadly, many good apps never made it to OS X, they either died or went to Windows), making the G5 looking even more useless and pathetic. The Intel machines, on the other hand, can run Windows natively and safely. Might be worth looking into. [/rant]
Last edited by L66; 08/06/08 07:40 PM. Reason: Added a bunch of text
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Well that just proves it. Xcode is set to generate ppc and i386, not ppc970 and i386. Sodomy non sapiens.
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ppc970 != ppc64. You can make a 32 bit ppc binary that only runs on G5s.
Somehow, you've built it targeting G5s. So, for example, gcc will emit instructions not supported on G4 (vector sqrt etc), and schedule instructions for 5 dispatch slots.
Look at the build log in Xcode's build tab-- it'll have -arch ppc970 or -mcpu=ppc970 in there. Find the culprit in the target or project build settings and fix it.
If you're Leopard-only, then ppc7400 is OK. If earlier, use ppc.
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I repeat. Xcode is NOT set to build for G5. All the project settings are shown on G4.
CompileC "build/AudioOverload.build/Build/Audio Overload.build/Objects-normal/ppc/mac-file.o" "/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project/../mac/mac-file.c" normal ppc c com.apple.compilers.gcc.4_0 cd "/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project" /Developer/usr/bin/gcc-4.0 -x c -arch ppc -fmessage-length=0 -pipe -std=c99 -Wno-trigraphs -fpascal-strings -fshort-enums -fasm-blocks -O3 -mdynamic-no-pic -Wunknown-pragmas -isysroot /Developer/SDKs/MacOSX10.4u.sdk -mtune=G4 -mpowerpc64 -fvisibility=hidden -mmacosx-version-min=10.4 "-I/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project/build/AudioOverload.build/Build/Audio Overload.build/Audio Overload.hmap" "-F/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project/build/Build" -F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks "-I/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project/build/Build/include" -I/Developer/SDKs/MacOSX10.4u.sdk/Developer/Headers/FlatCarbon "-I/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project/build/AudioOverload.build/Build/Audio Overload.build/DerivedSources" -c "/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project/../mac/mac-file.c" -o "/Users/richardb/Documents/Programming/Emulation/Audio Overload 2/Project/build/AudioOverload.build/Build/Audio Overload.build/Objects-normal/ppc/mac-file.o"
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And there's the problem - see the -mpowerpc64 flag in there? It's building for 32-bit ABI but enabling the use of 64-bit instructions.
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Well spotted. I'm still slightly mystified as to how this happened; as I mentioned, the compiler settings haven't changed in several releases. But whatever, I guess I can do a G4 friendly compile now... given that the release has been out for a while I'd rather wait for v2.0.1 now though. Any other bugs?
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I can drop in the improved YM2612 emulation for VGM/GYM files if you want an excuse.
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That would be really cool.
Honestly, I'd really like to see the SPC issue fixed in the Macintosh build. You know, the one cutting songs short when checking the "pre-calculate volumes" box. Also, AO seems to be unable to determine the duration of SPC files, because the information bar doesn't display it. Furthermore you cannot record SPCs for a longer duration than their original length determined in the ID666 tags.
By the way, is there any way to display the song titles in the playlist instead of the file names?
Other than that, I've noticed a few broken songs in Final Fantasy XII (already present in older releases) and the inability of the Linux version to open multiple files (I think I already reported that one).
Last edited by F-3582; 08/07/08 10:34 PM.
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Uhh, the Linux version opens multiple files fine here, in every sense of those words I can think of. Open is multi-select enabled in 2.0, and there's certainly no problem having large playlists.
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...I should probably have tested the new Linux version before posting. Never mind, then.
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Remind me what the issue is with SPC songs? Can you point me to an example SPC where I can see it myself?
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Checking the box I was talking about makes an SPC file play about ten seconds shorter than intended. Tracks that are even shorter than those ten seconds won't play at all. Try it with Kirby's Dreamland 3, for example. You'll notice that the title screen music (kdl3-02.spc) stops prematurely after two seconds and the death jingles don't play at all unless you uncheck the "pre-calculate" box. EDIT: Got those from www.snesmusic.org
Last edited by F-3582; 08/07/08 11:35 PM.
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Okay, I've just fixed that. I've also resolved the issue where IMF files don't play on the Mac. Anything else?
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Well, an option to automatically advance to the next track/sub-track after the previous has finished playing would be swell. However, this probably doesn't fit into that "Mac-specific bugs" schema.
Anyway, nice to see the SPC issue fixed.
Last edited by F-3582; 08/08/08 03:30 PM.
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Would it be hard to add the music/sound formats from this site? It's some guys version of the colecovision sound chip. It reads text files that contain the info for playback. It sounds surprisingly good and considering there exists no playback system for Coleco music it sure would make a great addition. Only thing is the source code he provides is Java. Something I know nothing about. Comments?
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It'd be fairly easy to add that though I'm not convinced of the merits...
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Colecovision chip/video game music doesn't qualify as worthy eh? :P
Is there some better alternative out there?
Ahh well... Maybe I'll make mp3's of the many tunes he went thru the trouble of preserving.
Last edited by Madmab; 08/12/08 09:51 PM.
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Bugger... Edit ended.. Nice app btw.. 
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Well, they're mostly brief second sound effects... By the time you'd have started the tracks they'd be over!
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lol. Yeah I suppose after digging thru them the number of complete songs is rather small. Such is the destiny of older consoles.. I'm curious about this .sdf format. I'm gathering it is rather new. Do the .sdf modules have to be created by someone or are they files that can be pulled off of a dreamcast disc? Doing some searches didn't weild much information. Listening to some ST mod's right now.. 
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You can with a little patience and effort make VGM files (same type as used for Sega Master System/Game Gear/Genesis/Etc) for Colecovision Games. In fact, I made a .VGM set some time ago for the game Antarctic Adventure. I made them with the emulator MEKA which plays the Sega 8-bit games along with Colecovision quite well. Simply log music you want to VGM files and use a utility called VGMTOOL to adjust, crop and retime your selections. You can get MEKA and the VGMTOOL here: http://www.smspower.org/music/vgmtools.shtmlDespite that, I would love to see music playable, as you mentioned, with using the original Coleco ROMs and play music from them (much like M1 is currently doing with Genesis games). Maybe M1 would be a better place for it..
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Thanks for the tips man!!! That'll be great. For each xbox emu I've been working on I have been trying to modify the mp3 player so it can do whatever chip music format happens to exist for that system.
This oughta do the trick! And I guess Genesis fans could listen to Sonic music too. :lol:
I guess I'm gonna have to get busy.
Last edited by Madmab; 08/14/08 12:30 AM.
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Honestly, I'd really like to see the SPC issue fixed in the Macintosh build. You know, the one cutting songs short when checking the "pre-calculate volumes" box. That's not the entirety of the problem. I have both Normalize and Precalculate disabled, but some SPC tracks get cut short anyway. These do work properly in 2.0b6 but not in 2.0b9 or 2.0. (I never had b7 or b8, so I don't know about those versions.)
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Well, an option to automatically advance to the next track/sub-track after the previous has finished playing would be swell. It'd be fairly easy to add that though I'm not convinced of the merits... If it's easy, I'll toss in my vote for this feature as well. I swap between AO and WinAmp (depending on if I want to throw N64 tracks into my playlist) and one of the things I noticed about WinAmp is that it's easy to just let it go in the background while I do other things. With AO I have to keep coming back to it to swap tracks.
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The jump bug from v2.0b8 is back.
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You'll have to be more specific than that. Version (Win/Lin/Mac), what you're trying to do, file if relevant, and expected behavior.
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Wow N64 usf playback is real iffy and it's hard to find much any info (websites that dont exist anymore). Anyways I noticed there was a USF file for Animal Forest but for the life of me I cannot seem to get that to play in Winamp.
I have v1.1 beta 3 of the usf plugin.
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AO doesn't support USF so I'm not sure why you posted that here.
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I was responding to Raptor who mentioned that he uses winamp to play n64 music but if that is considered innapropriate I can always pm him.
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Yeah, I don't really want to see tech support for non-AO things here.
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np. My apologies if I derailed the thread.
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There's a very minor bug in the "jump" button for the Windows 32-bit version. Only the number farthest to the left is inputed (12 becomes 1, 210 becomes 2, 91 becomes 9). Very sorry about that, I should have cited the bug. This error first appeared in the 2.0b10 version of Audio Overload.
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Could I probably request another feature for the next Macintosh AO? Besides automatic playlist advancing (which is already present in the Linux version)?
How about adding Apple Remote support?
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Another thing would be really nice if you added it:
Now that two out of three ports are able to automatically advance through the playlist, it'd be really cool if AO had some basic MP3/AAC/FLAC/Vorbis support (through Quicktime, DirectShow, GStreamer or Xine) for OST albums that contain streamed formats as well as sequenced stuff.
Would it be hard to add those?
Last edited by F-3582; 10/24/08 06:03 PM.
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Audio Overload will never support MP3 under my watch - unless someone wants to pay for it... http://www.mp3licensing.com/
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Does that count even for linking to a multimedia framework like Quicktime? Anyway, this would still leave us with Vorbis. Which is free.
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My understanding is that it does, yes. Though I could be misreading...
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If you call into an OS component that plays MP3 (QuickTime or DirectShow) you don't need your own license (commercial games on Windows use this all the time). But it is a pain in the butt.
ETA: I should also note that there is no legally equivalent solution for Linux. In the QT/DS cases Apple/MS pay the MP3 license on your behalf. For something like GStreamer nobody's paid anything and they're relying on Fraunhofer's statement that they won't go after non-commercial or F/OSS. Fraunhofer refuses to express that in a legally binding manner though, which is why e.g. Red Hat/Fedora/CentOS won't ship MP3 components.
Last edited by R. Belmont; 10/25/08 05:25 PM.
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In Fedora (and the upcoming Ubuntu, as well), codecs can be installed legally from Fluendo via Codec Buddy (for a fee). Therefore, yes, there is a legal solution to this problem. Sure, most people keep using Livna codecs, but why not just pretend that every user has those Fluendo codecs and use the GStreamer framework? Actually, anyone can buy those GStreamer plugins from http://shop.fluendo.com and install them.
Last edited by F-3582; 10/25/08 10:48 PM.
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Playing the Sonic 2 Game Gear tunes rock! The best game music ever made. Is it hard to give Audio Overload a volume slider? Storage of a playlist would also be awesome
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I doubt that Audio Overload will ever feature such a thing. The general trend seems to go towards global per-application volume settings, anyway (Vista has that feature, Linux is getting it with growing Pulseaudio adoption and/or OSS4, Macs don't - yet). However, if such a global framework happened to let an application modify its own setting, then a volume slider in AO would indeed be really cool  +1 for .m3u saving and support.
Last edited by F-3582; 10/28/08 04:29 PM.
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I'm talking about Mac. And on a Mac, a Firewire audio device does not have a volume slider. Only on USB devices and built-in audio 
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I'm a little surprised there's no automatic playlist advance in the Mac build. Other than that, it's lovely (except that the FFX rip I have crashes AO - maybe an issue with minipsf? Others play fine though).
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Not all Square PSF2 rips work yet - FFX and X-2 don't, but XI and XII do (as do several others including both Kingdom Hearts games). We're basically emulating not only a substantial portion of the PS2 but also simulating it's Unix-clone operating system to get PSF2s to play, so it's not always perfect.
Last edited by R. Belmont; 11/02/08 05:20 PM.
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Thanks RB. Is this due to dodgy rips, unemulated hardware, undocumented weird behaviour of thought-we-emulated-it hardware or something else? Oh right, so there's also a lot of firmware-style OS stuff that needs to be implemented as well? Cool. Didn't know the PS2 was so complicated 
Last edited by exolon2; 11/02/08 05:36 PM.
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It's basically that everything we're trying to emulate is either undocumented or sketchily documented, so it's hard to nail all the behaviors.
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Would a PS2 BIOS file, provided by the user, help?
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Maybe if it was disassembled/reversed to C and annotated with detailed comments, I'm guessing 
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Yeah, I don't want to have to require actual ROMs for AO.
ETA much later: Just to make a stronger statement here: please do not send me disassemblies of the IOP operating system or anything like that. AO/AOSDK player are 100% free of legally claimable Sony IP and I prize that more than I do perfect operation. Sorry.
Last edited by R. Belmont; 11/26/08 04:32 AM.
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Yes, I'm up to no good. Deal with it. I see the board has handily resized the image, but the text is still readable if you squint ;-)
Last edited by R. Belmont; 11/26/08 01:51 PM.
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Cool, hope it's not giving you much trouble.
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Nope, no real trouble. Needed a generic resampler and a handler for reading from a memory buffer but it's behaving pretty well.
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Sounds like streamed PSF2 support might be pretty close, too.
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Streamed PSF2s should ideally be re-ripped in VGMStream compatible format (which AO 2.0.1 will then play). Emulating them makes no sense, especially since it's a generic driver rather than original game code anyway.
Last edited by R. Belmont; 11/26/08 02:48 PM.
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And it's very easy to do, even, since all the looping data is provided in psf2.ini anyway IIRC. Heck, I think you can have AO do automatically while loading a streamed PSF2. 
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The architecture doesn't work that way  It'll have to be re-rips (or someone extracting them from the PSF2s).
Last edited by R. Belmont; 11/26/08 09:53 PM.
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Ah, just so you know (this is gonna come out sooner or later given the format is so widely used) CD/XA files need some work to play in VGMStream. Simply copying them from ISO/CD won't work, you need to use a program that will keep the RIFF header intact (CDMage does that for instance). And then you need to rip the XA files with ADPCM Player (available here: http://www.freewebs.com/snakemeat/tools.htm), since most of CD/XA files are containers that interleave few streams together. Kinda convoluted (and Windows only, though I'm pretty sure both tools run under Wine), but Xevious 3D/G+ arranges more than make up for it. 
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Couldn't AO handle those files as archives or as multi-song files (like NSFs)?
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There's no code to parse them in VGMStream, so RB would have to write his own.
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Knurek: should your Initial-D SPSDs work with VGMStream? I can't get them to play correctly either in AO with VGMS integrated or using HCS's "official" test.exe to convert to .WAV.
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SPSDs no, I think (they use some unstandard values that break stuff up IIRC, it's been a while).
I have GENH files for them, want me to up them?
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Looped VGMs seem to be broken.
AO plays through the track, then when it's supposed to loop, it just plays a single continuous tone played. Is there some reason for this?
- Robert
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Works for me. Maybe you have a broken file?
And what's with the weird post moving? You posted this once on the correct thread (the one asking about the change to VGM looping) and now that one's deleted and suddenly it's here?
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Yeah, about that- I wasn't sure if it was 'supposed' to be there, or here. So, I settled for here, and figured it'd be moved if one of you needed/wanted to move it.
Anyway, I have almost an entire soundtrack that exhibits this behavior, Length says, 'loop X2', so YEAH.. I've got no idea what's going on with it...
- Robert
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What game and what are the CRCs?
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I'm having the same problem. So far nothing loops. I'm playing ".spc"s downloaded from ocremix.org. Specifically Chrono Trigger and Earthbound.
I'm new so I don't know what a CRC is but I'm on a mac and I know my way around the command line so I can get you any info you need
Is there a different thread dealing with this?
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Joined: Mar 2001
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SPCs are nothing to do with VGMs. I know for a fact Chrono Trigger loops according to it's tags - do you mean you want it to just play forever instead of the 2 loops and fade out thing that files normally do?
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Also, don't use OCRemix emulated files, they are either severly outdated or plain bad (mirroring Zophar does net you that). http://snesmusic.org/ for all your SPC needs.
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Aye, I missed that part. Don't trust non-SNESMusic SPCs. Even though they renamed RAR for no reason.
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Ever wanted Winamp to open .rar files per default? Me neither  Non-Windows users don't care anyway.
Last edited by F-3582; 04/16/09 04:12 PM.
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Speaking of SPCs: http://spc.hcs64.com is GO...er. Full SPC reorganization/rename, including all files from snesmusic.org plus about a hundred of other dumps (untitled, but timed). Other difference between this and snesmusic is that SPC files inside RSN archives were renamed from 8.3 format to proper song names. Example: top.rsn -> Tales of Phantasia (1995)(Wolfteam)(Namco).rsn: top-101.spc -> 101 Decisive.spc And of course, this one works ATM.
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Niiiiice. 8.3 was killing me on the previous snesmusic ones 
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