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NSF music support.

Posted: Wed May 04, 2005 8:02 am
by MasterOFDeath
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?

Posted: Wed May 04, 2005 8:15 am
by jallamann
No. NSF = NES music.
N64 music is in USF format. Which would be nice to have support for too.

Posted: Wed May 04, 2005 9:21 am
by wildweasel
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.

Posted: Wed May 04, 2005 10:16 am
by MasterOFDeath
Oh whoops, your right, it is USF. :oops:

Hmm, yeah, the cpu strain would be a bit much for a PC game. Oh well, lemme see if I get more compression with .OGG or MP3 with this file I guess...

Posted: Wed May 04, 2005 11:05 am
by jallamann
All 58 songs from GoldenEye eats 609 kB. Beat that with the same quality with OGG and I'm impressed beyond compare.

Posted: Wed May 04, 2005 12:17 pm
by wildweasel
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). Some sets like Pilotwings tend to be cheaper for power, but on the whole, I'd rather waste space than CPU power (because you want the game to be playable, right?).

Posted: Wed May 04, 2005 2:17 pm
by jallamann
Playing the super mario 64 theme eats anything between 53% and 70% of my cpu... Around 60% overall... :|

Posted: Thu May 05, 2005 11:16 pm
by DoomRater
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).
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.

By the way, I play USFs in the background with XMPlay and have no trouble with ZDoom at all.

Posted: Fri May 06, 2005 12:08 am
by wildweasel
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.

Posted: Fri May 06, 2005 6:50 am
by jallamann
Hmmmm....
Fluctuating between 20-33% when playing Caverns X from Goldeneye on the P3 733. Winamp 2.91 and 64th note 0.08

Posted: Fri May 06, 2005 7:18 am
by NiGHTMARE
jallamann wrote:All 58 songs from GoldenEye eats 609 kB. Beat that with the same quality with OGG and I'm impressed beyond compare.
Personally I prefer a larger file size over more CPU usage.

Posted: Fri May 06, 2005 8:41 am
by DoomRater
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.

Posted: Mon May 09, 2005 6:16 am
by MasterOFDeath
When I listen to USF music the highest I have seen it go is 19%, and when I run project 64 the most that gets eaten up is about 20%. And I run a AMD Athalon 2800+ 1.4 GHz. You must be running a pentium 4 WildWeasel to have THAT much being chewed away...

Posted: Mon May 09, 2005 6:59 am
by DoomRater
Or maybe the dreaded CELERON! ZOMG!

Posted: Mon May 09, 2005 4:33 pm
by wildweasel
It's a Pentium 4, with 512K cache (for what it's worth).