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Everything posted by mr_lou

  1. That's awesome! I have added link to WebXmp in a "Format guide" I'm currently writing to game-developers for (Any feedback / additional info you might have for this guide is most welcome in a PM or by e-mail). I have a mate who's currently developing a little test-app for Android to show the CPU-usage difference between playing an XM version of a track and other versions of the same track. I'd like to encourage someone to do the same for HTML5. This track could be used as a test case, because the XM uses all 32 channels in all patterns. It could be interesting to see how big a difference there is in CPU usage when playing the track - as mp3 - as ogg - as XM with WebXmp and maybe others - as MIDI + soundfont(s) wtih MIDI.js and/or jasmid.js
  2. New "format" added yesterday: "MIDI + soundfont(s)". For those who prefer to not use big mp3/ogg files for music, there are other options: XM, S3M, IT, MOD - playable with WebXmp and others, and now also "MIDI + soundfont(s)", playable with MIDI.js and jasmid.js. The "MIDI + soundfont(s)" was only added yesterday though, so it'll be a while before there's a selection to choose from. Just posting it now, so this thread can be found later. :-)
  3. I haven't tested myself, but my girlfriend recently made a little HTML5 app, in which she first tried the audio tag, and then switched to howler.js Both worked fine in the stock Android browser here. She switched to howler.js though, because the audio tag doesn't pre-load audio in the stock Android browser. But with howler.js audio worked better.
  4. The problem with many of those trackers (as far as I've heard) is that they don't stick 100% to the XM specification. And that of course opens up for errors when various player libraries tries to playback the files. I know that the authors of Milkytracker had a lot of focus on sticking to the XM specification, which is one of the reasons I prefer that tracker. Anyway, like you I also moved on to newer trackers. I bought Renoise, and have made some tracks with it. But for me, I can't escape the fact that I just prefer creating files that can be used in its native format. Whatever I create in Renoise will have to be rendered to mp3 or ogg to be usable. Playing back the RNS or XRNS formats simply require too much CPU. But what I create in Milkytracker can be used in its XM format, and offers the game-developer so many options. And now with Web Audio API, it seems that XM playback will, in a sense, have hardware acceleration support too, just like mp3 and ogg playback has nowadays. Chiptunes are popular sure. But you can easily do non-chiptunes too, while still only using 10-20% of the filesize the mp3 would require. [Example] And of course you can create more spetacular sound in more modern music editors, but then you're stuck with mp3 or ogg. I suppose it comes down to simple preference, both for the artist and the game-developer.
  5. Seems there's a version 2 of Chiptune.js on the way:
  6. There's a lot of personal preference involved when it comes to tracker formats, and defining which one is better also depends a lot on what you're focusing on. I must admit that I've never looked into the IT format myself. I never liked the Scream Tracker GUI. But I understand IT offers some effects that the XM format doesn't. The echo / reverb one being the most used one, I think. It's not difficult manually creating the same effect with the XM format. It just requires more tracks in the patterns. The result is of course that the IT composer will be able to create his track faster than the XM composer, but playback of the two tracks will require somewhat the same amount of CPU - except on a few platforms that actually has hardware acceleration for the IT effects, like Nintendo DS (afaik). There are also more modern trackers available, like Renoise and FL Studio, offering huge advantages over any of the oldschool formats. But it'll require quite a lot of CPU power playing their formats, leaving very little for the actual game loop. And the number of platforms that has player libraries for these formats are virtually none. While some formats may be superioer that the XM format, I'm fairly sure that the XM format is the most widely supported and used format, also considering availability of player libraries on all the different platforms out there in the world. This means, that if I put an XM on, I'll have a bigger chance of selling it, than if I put an IT file on display. This makes the XM format the "strongest" in the eyes of the composer at least. The IT format probably comes in on a 2nd place, when it comes to popularity and use of tracker formats.
  7. I would like to present a game-music ressource site I created 6 years ago: It is a free service for musicians to offer their music to game-developers. Game-developers has detailed search options available, shortening down the search time needed to find the music he needs. Music is available from many different artists, in many different filetypes, different prices etc. There's bound to be a track you like for your game. :-) One of the primary reasons for creating, was my personal preference regarding game-music: I feel the MOD and XM formats should be used when possible. And looking around, all I could find was mp3/ogg sound libraries. At the time, I also had a bunch of MIDI tracks I'd made, optimized for the JavaME platform for my fellow JavaME developers, so it made sense to me to make a site where all kinds of formats could be found. I'm posting here on this forum after stumbling across this post about using MOD/XM files for HTML5 games. I would love to see those formats used more. As a geeky musician, I'm much more into creating (relative) small XM files than big mp3 files. I also like trying to create the same track in many different formats, e.g. for game-developers who's targetting different platforms. Example track "Moments" available in many different formats. Example track "Moments" in a "building block" version. I hope you will find the site useful. Good luck with your games!
  8. I had to sign up on this board after stumbling over this thread in a Google search for "Web Audio API xm play". I too had found chiptune.js, jsmodplayer and FloodJS. But the weasel one is really impressive indeed. Didn't know about that one. Strange why it doesn't show up in a search. Anyway, I know that the author of Milkytracker is also working on a player these days, with a mate of his. It'll be interesting to see what the result will be. It's on github, but still in very very early development: At you can find MOD and XM music to use. As a musician, my passion is the MOD and XM music, so I would love to see more game-developers use those formats. :-D XM files is the only logical choice for game-music in my opinion, considering all the control it offers and low filesize. Change tempo on the fly, control game-elements with the music, smoothly jump to another variation in the music e.g. when the player enters a certain screen. Why would anyone want to use any other format? :-)