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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.

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  • blitzlunar Offline
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Re: VGMPlay / in_vgm

Post by blitzlunar »

I updated to the aforementioned foo_input_vgm beta a few days ago.
Something I feel is important to mention is that there is a change in how the component reports track lengths, with looped material no longer being counted. Taking Sonic the Hedgehog's Green Hill Zone as an example (2x loop + fade), the reported length has changed from 1:37 to 0:58. Songs with loops still play exactly as before, so in practice Green Hill Zone still plays for the full 1:37, but beyond the reported length.

For the most part it just looks a little strange in foobar2000 to see a song playing longer than it says it is, however one deleterious & unintended consequence of this change in behaviour is that a very large number of songs that previously exceeded the 30+ seconds minimum length for Last FM scrobbling now fall under that threshold, and can no longer be scrobbled.

Re: VGMPlay / in_vgm

Post by Kaminari »

It's clearly a bug, since you can't manually seek beyond the first loop.
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  • ValleyBell Offline
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Re: VGMPlay / in_vgm

Post by ValleyBell »

I'm afraid that this bug may be caused by a recent change to libvgm I made.
I made the client programs able to specify various formats of track lengths and the default values may not be what foo_input_vgm expects.

Re: VGMPlay / in_vgm

Post by Kaminari »

https://ux.getuploader.com/foobar2000/download/243

[Edit]

The plugin was updated, but the fix doesn't seem to work on all tracks. For example in Dunk Dream, track 01 (Team Select) displays correctly the two loops of 18 seconds each, but track 02 (Funky Heat) only displays the first loop of 1 minute 50 seconds.

Both tracks play correctly their full length however, regardless of what the seek bar indicates.
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  • fMagrão Offline
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Re: VGMPlay / in_vgm

Post by fMagrão »

Greetings,
XMPlay is scanning duplicated all zipped "VGM VGZ" files in its library even in_vgm.ini file [Vgm7z] tag Enable=True or False line.

How to prevent this issue?

Playback software:
XMplay v3.8.5.76 + in_vgmW v0.51.1 [TU] or in_vgm v0.51.1 [T]

Prints:
XMPlay_2024-06-02 143911.jpg
XMPlay_2024-06-02 143712.jpg
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  • ValleyBell Offline
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Re: VGMPlay / in_vgm

Post by ValleyBell »

The "Vgm7z" entry has nothing to do with that. (and it should be unused by current in_vgm versions anyway)

VGZ files are just gzipped VGM files. IIRC XMPlay tries to gzip-decompress all files by itself, so the plugin will see:
  1. the original VGZ
  2. the decompresseed-by-XMPlay VGM
You will need to disable gz decompression in XMPlay itself for the vgm/vgz file types.

Re: VGMPlay / in_vgm

Post by vampirefrog »

I'm also gonna try them all.
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Re: VGMPlay / in_vgm

Post by LaserMoai »

This rip of Rocket Knight Adventures sounds heavily distorted on the latest version of foo_input_vgm when the core is set to Nuked OPN2. Other Genesis rips seem to sound fine. I'm using the x86 build of foobar2000 in case that matters.
https://project2612.org/details.php?id=32
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Re: VGMPlay / in_vgm

Post by ValleyBell »

That's a known issue. The VGM rip is faulty and writes invalid values to some of the YM2612 registers that only Nuked OPN2 emulates.
The VGM rip sounds as bad when played back on actual hardware.
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