VGMPlay / in_vgm
Last update: 2023-12-31 (v0.51.1)
Technical discussion about the VGM format, and all the software you need to handle VGM files.
Moderator: Staff
I'm not sure if I'm supposed to post this here, but for some reason on Droidsound, VGMPlay doesn't seem to like tracks that are about 2-5 seconds long (like "insert coin" sounds) and just cuts them off after about a second. Is this a Droidsound issue or a VGMPlay one and can it be fixed? I've never had this happen with some of the older versions of the app but it just now happened.
Well, you have this sound chip: K005289, K007232, BSMT2000, OKI9810 and DMA-driven DAC.
Uses system Nintendo 64 and Other Arcades on sound chip DMA-driven DAC.
Uses system Nintendo 64 and Other Arcades on sound chip DMA-driven DAC.
It's me! PS999
I'm really working and doing...
Youtube|Twitter|DeviantArt
My HDD USB is working on the PC home, now I'm back! I can work to the rip.
I'm really working and doing...
Youtube|Twitter|DeviantArt
My HDD USB is working on the PC home, now I'm back! I can work to the rip.
- ValleyBell Offline
- Posts: 4784
- Joined: 2011-12-01, 20:20:07
- Location: Germany
I supporting K007232 and BSMT2000 the sound chip.
anytime update soon...
anytime update soon...
It's me! PS999
I'm really working and doing...
Youtube|Twitter|DeviantArt
My HDD USB is working on the PC home, now I'm back! I can work to the rip.
I'm really working and doing...
Youtube|Twitter|DeviantArt
My HDD USB is working on the PC home, now I'm back! I can work to the rip.
Ok...
It's me! PS999
I'm really working and doing...
Youtube|Twitter|DeviantArt
My HDD USB is working on the PC home, now I'm back! I can work to the rip.
I'm really working and doing...
Youtube|Twitter|DeviantArt
My HDD USB is working on the PC home, now I'm back! I can work to the rip.
- ValleyBell Offline
- Posts: 4784
- Joined: 2011-12-01, 20:20:07
- Location: Germany
I just updated VGMPlay/in_vgm to 0.40.8, see [pack] OP.
It's not a big update, just a few small fixes/improvements.
There probably won't be any further updates to this version of the VGMPlay code. (unless there are critical bugs)
The current version of VGMPlay as it is started as a small tool that I used to learn how VGMs work and evolved to something pretty big. (That also means that it is messy, especially the VGM->emulation stuff.)
And so a rewrite is in the works and it's going pretty well. Audio output and sound chip emulation works well. The only major thing that is still to do is actual VGM playback.
Anyway, notable improvements of VGMPlay/in_vgm 0.40.8 are:
EDIT: For this version, I compiled the current version of zlib: v1.2.11. If you want an archive with development stuff for zlib on Windows (DLL/LIB + WinAPI DLL), you can download it here.
It's not a big update, just a few small fixes/improvements.
There probably won't be any further updates to this version of the VGMPlay code. (unless there are critical bugs)
The current version of VGMPlay as it is started as a small tool that I used to learn how VGMs work and evolved to something pretty big. (That also means that it is messy, especially the VGM->emulation stuff.)
And so a rewrite is in the works and it's going pretty well. Audio output and sound chip emulation works well. The only major thing that is still to do is actual VGM playback.
Anyway, notable improvements of VGMPlay/in_vgm 0.40.8 are:
- YMF278B: fix pitch of looping instruments, implement FM/PCM balance register (fixes some recent OPL4 packs)
- OKIM6258: fix ADPCM algorithm (no clicks, no weird noises anymore!)
- YM2151: fix Toms in Sharp X1 Space Harrier clipping
- GameBoy: port current MAME core for improved sound
EDIT: For this version, I compiled the current version of zlib: v1.2.11. If you want an archive with development stuff for zlib on Windows (DLL/LIB + WinAPI DLL), you can download it here.
- ValleyBell Offline
- Posts: 4784
- Joined: 2011-12-01, 20:20:07
- Location: Germany
- ValleyBell Offline
- Posts: 4784
- Joined: 2011-12-01, 20:20:07
- Location: Germany
The foobar version has recently been updated: http://ux.getuploader.com/foobar2000/do ... m_v0.27.7z
- ValleyBell Offline
- Posts: 4784
- Joined: 2011-12-01, 20:20:07
- Location: Germany
I'll just quote VGMPlay.ini.
EDIT: Something I wanted to mention:
The authors of foo_input_vgm have my gratitude for doing what is a surperior version of in_vgm for foobar2000.
Thanks a lot!
Code: Select all
; enforce silence at the end of old VGMs (version <1.50), enable to fix hanging notes in playlists
HardStopOld = False
The authors of foo_input_vgm have my gratitude for doing what is a surperior version of in_vgm for foobar2000.
Thanks a lot!
Hi guys I was testing the tracks on Soul Edge the End Credits (25 Finale and End Credits.vgz)on the Namco C352 Sound chip in_vgm
probably the soundtrack was made with 32 plus channels instead of 24. When muting the dissable chip it mutes all in Chip#1 and noticed that in Chip#2 window in winamp you can't access it at all and even if you stop the song from the player then is available but the mute for the last 8 tracks doesn't work at all
![Sad :(](./images/smilies/icon_sad.gif)
probably the soundtrack was made with 32 plus channels instead of 24. When muting the dissable chip it mutes all in Chip#1 and noticed that in Chip#2 window in winamp you can't access it at all and even if you stop the song from the player then is available but the mute for the last 8 tracks doesn't work at all
![Sad :(](./images/smilies/icon_sad.gif)
![Sad :(](./images/smilies/icon_sad.gif)
![Sad :(](./images/smilies/icon_sad.gif)
![Sad :(](./images/smilies/icon_sad.gif)