from taking a quick peek at the soundcloud player api, playback functionality seems pretty straightforward actually:

http://developers.soundcloud.com/docs/custom-player

as long as you have the URL of a track or set, all you'd have to do is to instantiate the given jQuery plugin on it.   then it's just a matter of doing the appropriate CSS tweaks to the standard Custom Player stylesheet.

274

(19 replies, posted in Nintendo Handhelds)

BR1GHT PR1MATE wrote:

ah yes, so a .nsf player or .mod player is likewise irrelevant because you could just play them from a tracker, yet there are quite a few of both.

from what i understand, .NSFs and MODs are each special cases.

.NSFs are more readily playable because the format is basically a wrapper for the original audio data, which equates to low-level hardware instructions.  if you have a emulator that understands these instructions faithfully, then it's irrelevant whether you used Famitracker or some closed-source dev kit tool to write the music, as long as you were only concerned about the result being a compiled NSF.

.MODs are "relatively" easily to decode and playback because the .MOD format is basically a bunch of info about the module itself + the note data + raw sample data.  that data tends to be hardware-agnostic, so you wouldn't need to faithfully emulate the original hardware; all you need is a program that can decode and play the samples in the order that the note data dictates.   (how accurate the resulting playback is to the original author's hardware is another story though). the MOD file formats have also been documented well enough that a programmer could accurately interpret the data.

.lsdsngs, by contrast, consist of data that does not directly correlate to hardware playback instructions.  for them to be more readily playable, you'd need a tool that could convert an .lsdsng into a .GBS file (which is the game boy equivalent of NSF files).   but all i could find through some quick googling is johan saying that to do so is "hard".

can anybody with more GB technical expertise (nitro2k01 maybe) elaborate on what exactly makes this process hard?  what's the significance of the "bank switching" that johan described in the thread above?

275

(19 replies, posted in Nintendo Handhelds)

this would likely be impossible unless johan released the playback routines used in LSDJ, as long as a decent standalone emulation of the game boy CPU and sound channels.  otherwise you probably wouldn't want to bother with players that are cheap and inaccurate substitutes of the real thing.

adequate playback software would have to take into account the playback discrepancies between different versions, as well as dealing with unreachable chains, and figuring out how to behave when a block of chains has finished playing (which itself is problematic because the length of a song's chains may vary from channel to channel).  when taking these and other edge cases into account, i'd rather johan not bear the burden of having to develop separate player software.

having said that, having more robust tools to extract note data from .lsdsngs would be very cool.  converting it to MIDI or XM data would be neat, for remixing or for driving visuals.  i have an idea that involves using an .lsdsng as an input into a Processing sketch, where particular notes or triggered instruments would fire off specific animations.  if someone could make that happen, then that would be SUCH a useful tool.

276

(17 replies, posted in Bugs and Requests)

i think it would require a change in how cm.o handles HTTP page requests.  it looks like navigating around weeklybeats.com loads up pages through AJAX calls and replaces the previous HTML content, instead of actually refreshing the page.   this is how playback can remain persistent even when browsing through different parts of the site.

i don't know how much work it would take for trash80 to apply this methodology to this site, though.


alternatively, a "mostly" persistent audio player could be implemented, much in the same way that bandcamp does it now, whereby the player keeps track of the current track and play position in the form of a cookie variable.   when you load another page, the player would figure out how to resume playback from that point.  that method has its own pros and cons, though.


personally? i think just being able to load up a track in a new tab is plenty.  though for some reason, that functionality is disabled here.

super digging the oldschool MOD vibes!  can never get enough sampled-chord goodness.

unfortunately i missed out on a good chunk of the live stream because of some other events i was attending, but the parts that i did catch were positively banging!   as always you aussies know how to party.

was anybody genius enough to record the live stream locally?  to get a hold of it would be aces.

Bit wish wrote:

barley

Bit wish wrote:

barley

Bit wish wrote:

barley

Bit wish wrote:

barley

Bit wish wrote:

barley

Bit wish wrote:

barley

Bit wish wrote:

barley

280

(38 replies, posted in General Discussion)

i dunno guys, i tried it and i don't really see much of a productivity increase tbh:

281

(10 replies, posted in Releases)

also

282

(10 replies, posted in Releases)

oh just great, yet ANOTHER chip wild-west themed split EP.   come on chip scene do something original!!!!




for actuals though, this rocks hard, definitely a unique concept.  excellent work.

nitro2k01 wrote:

Currently, no. I have milestones for each version, and unfortunately that wasn't one of them. However, it will likely be a part of the next version. What I plan for that version is a hidden sector in the file system which will contain information about the currently open project.

appreciate it!  glad to know it's at least technically feasible - it'd certainly be a great feature for absent-minded fellows such as myself.

question: when loading a project from flash, is it possible to detect and warn if the SAV currently in ram needs to be saved in flash memory first? 

unfortunately i learned the hard way that even if you save a song to the current SAV, those changes aren't permanent unless you actually save the project.

in my town there's an uber cool pixel killer whale:

286

(135 replies, posted in Nintendo Handhelds)

bryface wrote:

i'm also curious as to see what happens when this latest LSDJ build runs on a nintendo DS running a LameBoy emulator.  the DS did a terrific job of absolutely mangling the WAV channel before (see here for an example) - i wonder if it runs any better.   will keep you guys posted.

update:  nope, doesn't really change anything on the DS (it's almost certainly the fault of the LameBoy emulator though).

still though, there is a noticeable difference in sound quality on my GBAs, a little hard to tell though because i'm generally averse to kits.  thanks a ton n2k1!

btw, what effect, if any, might this fix have on cpu usage?

287

(135 replies, posted in Nintendo Handhelds)

GAH i lost my account info to download builds of LSDJ.   these new developments is definitely a bug plus for a GBA SP user such as myself.

i'm also curious as to see what happens when this latest LSDJ build runs on a nintendo DS running a LameBoy emulator.  the DS did a terrific job of absolutely mangling the WAV channel before (see here for an example) - i wonder if it runs any better.   will keep you guys posted.

tasty stuff matt!  always dig your more organic chip sound.