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AddmusicK

Tool

Originally posted by aCrowned
Speaking of which, do anyone know what happened to him? It always freaks me out to think that a user might've suddently died IRL or something.

Nah, he isn't the next Icegoom. He left because he got too busy with university and other life stuff.

Also, Disco, if I don't forget later, I'll send you a PM with a weird bug regarding GAIN and custom instruments that happened to me some time ago. I'll send you the necessary files so you can debug it properly too.
I'll be optimizing the engine and working on making the engine compact, fixing breaking issues first and including a couple of commands. Because I am not much used to the shitty peculiar way SPC works and because I'm busy, I might make small releases, so the public can test and feedback me and help me in working it out.

An unrelated note, the next version of Addmusic, will include Super FX compatibility. Nobody wants to know the name of the Addmusic?
It's gonna be AddmusicD, right? Or maybe AddmusicFX? Are you baiting for guesses because you couldn't actually find a name yourself? :P

@Masterlink: Thanks, I understand.
a simple request from an acquaintance:

multiple channel support. for example, something like

Code
(#0 #1 #2) l8 v255 y10


or

Code
(#0 #1) l8 o3 v200
#1 v110 r16. y11
(#0 #1) cdefgab>c


obviously the (#X #Y #Z) syntax might not look exactly like that, but that's the idea. essentially whatever comes after the parentheses is applied to every channel within the parentheses.

so the above, as opposed to

Code
#0 l8 v255 y10
#1 v255 y10
#2 v255 y10


Code
#0 l8 o3 v200 cdefgab>c
#1 o3 v110 r16. y11 cdefgab>c


these are just small examples, the effect would me much more evident with more note data and such.

hopefully this gets the point across. just about every other mml compiler in existence has support for this, except amk. this is the biggest thing that bothers said acquaintance about the program.
soundcloud / bandcamp / twitter / buy/stream my EP / buy my touhou music / buy my NEW album!!!
This command would be a godsent to me:

Code
[ (1)3 (2)1 ]11


Think Super Loops, but much more flexible.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by Daizo Dee Von
Code
[ (1)3 (2)1 ]11

That's actually already possible if you do [[ (1)3 (2)1 ]]11 instead.

As for another suggestion, all I'd ask is optimization. Optimization for space, allowing more/bigger samples (but I think you said you're already doing it); I'd also love if you can see why sometimes it feels like SPC slows down the music. See it yourself, this is my ASGORE port, without having to define tXX every bunch of notes, while here you can find the version with tXX spam.
I think someone said that it's like the engine overworking or something. I'd love you forever if you manage to fix this, since it's happening frequently in my ports...

Oh and make sure this new addmusic will be compatible with SA-1 too, for those who will use the SA-1 patch for their hacks.
there seems to be a really weird bug in amk that turns @14 into some sort of looping @29 if two conditions are met:

1) the new song is loaded without swapping out the samples
2) the previous song didn't use @14 at any point

@21 appears to turn into @12 under similar conditions, and @17 into @15. does anyone know why?
Code
#default
{
	"default/00 SMW @0.brr"!
	"default/01 SMW @1.brr"!
	"default/02 SMW @2.brr"!
	"default/03 SMW @3.brr"!
	"default/04 SMW @4.brr"!
	"default/05 SMW @8.brr"!
	"default/06 SMW @22.brr"!
	"default/07 SMW @5.brr"!
	"default/08 SMW @6.brr"!
	"default/09 SMW @7.brr"!
	"default/0A SMW @9.brr"!
	"default/0B SMW @10.brr"!
	"default/0C SMW @13.brr"!
	"default/0D SMW @14.brr"
	"default/0E SMW @29.brr"!
	"default/0F SMW @21.brr"
	"default/10 SMW @12.brr"!
	"default/11 SMW @17.brr"
	"default/12 SMW @15.brr"!
	"default/13 SMW Thunder.brr"!
}


Samples without a ! are not included when they're not used in the song. It will instead play the next sample when it's not available (though it might glitch up because of loop points and BRR algorithms). It's intended behavior. Simply force include the samples in the song that's playing originally.
Sample unloading? That is you reserve an area of memory, not too dissimilar from echo buffer reservation, and allow data in it to be dynamically modified. So if an 6kb slot is requested you throw stuff in and chuck 'em when not needed.
Fanatical like a Demon
As much as I hate releasing ports I'm working on, there's nothing I've been able to do to fix this and I think it may be some bug on AMK's part. The problem resides in channel #0. This works:

Code
[[
(5)3
(6)
(5)3
(7)
]]4

However, with each loop, the volume rises in the song slowly so they need to be separated like this:

Code
(5)3
(6)
(5)3
(7)

(5)3 
(6)
(5)3
(7)

(5)3 
(6)
(5)3
(7)

(5)3 
(6)
(5)3
(7)

In between spaces is a volume change however when splitting the superloop apart, it freezes the port on infinite loop. Don't know what I'm talking about? See for yourself -_-.

This originally was intended as a request in the request music section but I wasn't able to fulfill it due to this problem. Surprisingly someone was able to make this port tho their text optimization wasn't as optimized as it could be which is what I was aiming for in this port.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
I have no clue what causes it (it has to do with the position of the loop) but changing
Code
r1
r1
r64

to
Code
[r64]64
*65

fixes it
Apparently, having a sample Group referred to in a songs' .txt file but not having that sample Group in the sample list gives a normal error window... except it doesn't tell you the Problem and instead shows blank where the Information is supposed to be.


Fanatical like a Demon
Originally posted by Torchkas
I have no clue what causes it (it has to do with the position of the loop) but changing
Code
r1
r1
r64

to
Code
[r64]64
*65

fixes it

Weird af.... thanks nonetheless.


Also, for the next update, could you add a feature like glide mode so we don't have to keep manually using the pitch slide command in between every note? Could be like $fa $05 $xx, where xx is the speed of how fast the note slides to the next one, setting it to $00 will turn it off while any non-zero value turns it one and gives it whatever speed.

Now unless something like this already exist and I wasn't aware of it.... please speak up and let me know -_-
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
i'm not 100% sure if this is what you mean but maybe try $EB or $EC?

or do you mean something like $FA $01 but with pitchbends
yes, he means a portamento which doesn't exist in AMK.
There is a reported case of a higher jump SFX on AMK. Apperantelly, it's really true.
In comparison:
original jump
AMK jump
I mean, it's really something minor although,
- someone still complained
- I'm curious for the reason of the higher pitch.

Then again, I use AMK1.03, though.
It's barely even noticeable to be pretty honest, why would someone complain about it (yes I saw that thread? lol
Originally posted by MarioFanGamer
There is a reported case of a higher jump SFX on AMK. Apperantelly, it's really true.
In comparison:
original jump
AMK jump
I mean, it's really something minor although,
- someone still complained
- I'm curious for the reason of the higher pitch.

Then again, I use AMK1.03, though.

Thanks, but where do I put the .spc Original Jump file? And how did you find out?
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

...he's just reporting the bug?????
Fanatical like a Demon
Originally posted by Erik557
It's barely even noticeable to be pretty honest, why would someone complain about it (yes I saw that thread? lol

No one would EVER notice if they didn't have the SPC700 or any pitch reading.

To the person who made the complaint if you're reading this, just either change the note value in the SFX's txt, or change the SFX instrument table transposition (or deal with it like???). -_-
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.

Tool