NSF music support.
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NSF music support.
Could it somehow be possible to get support for NSF music files in ZDoom?
For those who don't know, NSF music files are Nintendo 64 music files. There is a plugin for XMPlay/Winamp that allows you to listen to them.
Right now this map I'm working on uses NSF music, but I have to convert it to wav then mp3, which beefs up the filesize. If I could leave them as NSF files, it would reduce the filesize QUITE a bit...
I know FMOD doesn't support NSF, but could it be somehow coded seperate?
For those who don't know, NSF music files are Nintendo 64 music files. There is a plugin for XMPlay/Winamp that allows you to listen to them.
Right now this map I'm working on uses NSF music, but I have to convert it to wav then mp3, which beefs up the filesize. If I could leave them as NSF files, it would reduce the filesize QUITE a bit...
I know FMOD doesn't support NSF, but could it be somehow coded seperate?
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I don't think that USF would be worth it, personally - it takes too much CPU power. NSF, on the other hand, might be a bit difficult to implement in terms of selecting the individual track from the file, but would be much cooler than increasing the filesize one hundred fold just to maintain quality.
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What are YOU using? I'm getting a usage of around 40% on a Athlon 1.3GHz! I use XMPlay and the latest USF plugin v.09.wildweasel wrote:In terms of CPU power: USF still takes roughly 45% of my CPU, according to XP's Task Manager (this is on a 3 GHz Dell 8300).
By the way, I play USFs in the background with XMPlay and have no trouble with ZDoom at all.
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I'm pretty sure my Dell sucks, being that it offers no more power than my old P3 933 running Windows 98. This is with Winamp 5.08 and 64th Note 0.09 (and I'm using a classic mode skin in Winamp, and the HLE mode is turned off). I have no trouble running ZDoom with a USF in the background, but if I'm playing a high-stress map like Nuts 3 or Deus Vult map05, my frame rate is killed and the music stutters (on both systems). Considering that this occurs on a system that's barely one full gigahertz, I must bear in mind the people with slower CPU's that this would hurt. And all this for a song that the player may or may not like.
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I should restate- 20-30% is normal for my USF music. Using 64th note 0.09 and XMPlay 3.2. Funny thing to install it to XMPlay requires renaming XMPlay.exe to Winamp.exe. I'm pretty sure that processor stinks too... XMPlay is in the tray (with a custom "windows" skin) and is using 3,380KB. I get no stutter on Deus Vult playing map05, however trying to play Massmouth 2 on my laptop would kill it if I didn't use -nomusic. And those are MODs in the background.
I just think it's too bad for implementing NSF support, because the problem there is twofold- the track number (which was handled fine for impulse trackers) and the fact that there is no perfect NSF codec. That alone makes it hard to implement it. Of course, some of the stuff is merely bad ripping (the pauses in the Contra theme when you play the NSF and when you play the ROM... try it with FCE Ultra which is also an NSF player, and you'll hear the difference if you listen closely) but until someone gets it perfect... yeah.
I just think it's too bad for implementing NSF support, because the problem there is twofold- the track number (which was handled fine for impulse trackers) and the fact that there is no perfect NSF codec. That alone makes it hard to implement it. Of course, some of the stuff is merely bad ripping (the pauses in the Contra theme when you play the NSF and when you play the ROM... try it with FCE Ultra which is also an NSF player, and you'll hear the difference if you listen closely) but until someone gets it perfect... yeah.
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