User talk:Titmouse

From WiiBrew
Jump to: navigation, search

Hi. I saw a post you made last year on the forum (,65351,65408#msg-65408 ) where you said you were able to get gcmodplay to work with asndlib instead of aesndlib.

Well, I've hit a similar annoying problem as the one you experienced.... I can't use MOD files and MP3 or OGG files in the same game, because gcmodplay was changed to use aesnd but everything else uses asnd (why in the world did they do that?). At least I was able to use chris's example code to get sound effects working with aesnd, but it sucks that any music file not in MOD format has to be converted to RAW to be used with aesndlib!

How hard is it to get gcmodplay to use asndlib again? I really don't know about rebuilding anything.... I don't suppose it's as easy as replacing certain files with the rebuilt ones? --Mr. Reaper 05:44, 24 July 2012 (CEST)

Hi Reaper, Just spotted your post

However I stopped using that mod player some time back as I found a new one called GRRMOD (its playback is far better) here's my code that uses it , it includes the GRRMOD lib I’ve tweaked. This new Lib is under “Extra_libs_needed.Source”

I posted this about it…,69350,69350#msg-69350 Note: My project's a Mercurial repository; source tab says what to do to get code (TortoiseHg works well for me)

If you still need to use gcmodplay drop me another line and I’ll post up a working example or something.

GRRMOD looks good... I could use the ability to play MOD, MP3, and XM files, but I really am lost as far as knowing how to implement it.... I got Devkitpro and GRRlib installed of course -- I can use them, but I don't really understand how it all works, heh. Is it difficult to install your modified GRRMOD (and modified aesnd) on top of that (if it's not too much trouble)?
Would it be easier to get gcmodplay to co-exist with the ability to play MP3 files? --Mr. Reaper 21:48, 28 July 2012 (CEST)

Probably easier to use GRRMOD - I’ve compile the grrmod lib without MP3 support as the MP3 stuff was said not to be completed by the chaps developing it. For mp3 type technology I use Ogg vorbis, take a look at tremor for playing oggs. I tend to stay away from mp3 as things like oggs are far better quality while taking up less disk space. Have a look at tremor for the wii (example oggplayer.cpp/h in my Bolt Thrower code) *** But leave this to last, get grrmod working first **

GRRMOD comes with a working demo, I’ve changed a bit, now just plays music with a blank screen as it had dependences on graphics stuff I did not want to use, see: \Extra_libs_needed.Source\Source\GRRMOD\Source\main.c, in my bolt thrower google code To install GRRMOD just copy the files, grrmod.h & libgrrmod.a (from GRRMOD dir, make sure to use my updated grrmod lib from Google code, not the official one!!!) to C:\devkitPro\libogc\include\grrmod.h C:\devkitPro\libogc\lib\wii\libgrrmod.a (example is default path)

Use the main.c demo as starting point (I’ve just upload a fix to this demo as this did not compile, download a fresh version if need be)

your makefile should look something like this ...

LIBS := -lfat -lvorbisidec -lpng -lz -lgrrmod -lwiiuse -lbte -laesnd -logc -lm

Let me know how you get on :) --Titmouse 17:04, 29 July 2012 (CEST)

Thanks for the instructions. I downloaded the two files and put them in place, and got the main.c, then set up the makefile as above, but it won't compile. I get:

c:/projects/grrmod/source/main.c:19:23: fatal error: music_mp3.h: No such file or directory

I must still be missing something.

I found I didn't have the lvorbisidec you said should be in the makefile, so I went ahead and got that from Extra_libs_needed.libs/libogc/lib/wii/libvorbisidec.a and copied to my lib/wii folder too.

EDIT: Oh! I realised that the error I'm getting is because I need to have some song files (mp3/mod/xm/etc.) in a data directory to be converted to header files for inclusion in the compiled DOL.

So to compile this GRRMOD test, you also need the files in a "data" directory:

music.mp3 music.xm music.mod music.s3m

Or comment out both lines in main.c (one will be the #include, the other is in the PLAYLIST) that refer to each file format you don't need (like mp3), and then you only need the above files in the formats you want.

Also, did you update something in aesnd? Do I need to update that too?

Ok, I got the example main.c compiling and working correctly. Thanks! Unfortunately for me, it won't play the XM file that I wanted to use! It just freezes up and makes a loud noise.... It works with a different XM file though... so there must be some issues with certain files.

I will have to convert that XM to an OGG I guess (massive increase in file size, but still better than having to convert it to RAW as I'm currently doing!)... so my next question is... How do I implement the OGG playback? I'll try to look at the Tremor thing in your google code, but if you have any more helpful tips and easy instructions, you could post them here for the benefit of anyone else who wants to use these things. Thanks! --Mr. Reaper 01:27, 30 July 2012 (CEST)

Hi Reaper, take a look in the devkitpro examples.

devkitPro\examples\wii\audio\oggplayer + working demo as template.c (I rewrote that oggplayer.c since the code was on the fudged side, it works just fine as it is - I just rewrote it so I could understand how the whole thing worked)

As for aesndlib you probably don't need my changes to aesndlib.c, see,68659,68659. I find AESND_AllocateNextFreeVoice(...) very useful in my games, since it will give you a free voice something the old sound lib use to provide, I prefer to dynamical pop of my sounds as it simplifies everything no end.

BTW what was the name of the XM file it could not play, I'll give it a go here to see if anything can be done.