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Asset - Scripts MOD Tracker - Now works in HTML5

Discussion in 'Marketplace' started by Mike, Dec 31, 2016.

  1. Mike

    Mike nobody important GMC Elder

    Joined:
    Apr 12, 2016
    Posts:
    2,289
    The new GMS 2.x version now works with HTML5 - Enjoy

    https://marketplace.yoyogames.com/assets/4951/mod-tracker

    HTML5 Demo: http://www.javalemmings.com/public/modplayer/index.html

    Mod_Feature.png





    Code:
    Current effects supported: 0,1,2,9,$a,$c,$d,$f,$ea,$eb
    
    0  = arpeggio
    1  = pitch bend UP
    2  = pitch bend DOWN
    9  = Set sample offset
    A  = Channel volume slide
    C  = Set channel volume
    D  = Pattern break
    F  = Set MOD speed (0 to $1f)
    EA = Fine volume UP
    EB = Fine volume DOWN
    
    
    Functions
    ------------
    handle = mod_load_mod( filename )               Load mod file and make it ready to play
    mod_play(handle)                                Play the mod file
    mod_play_looping(handle)                        Loop the mod file
    mod_stop(handle)                                Stop the mod file from playing
    mod_resume(handle)                              Resume the playback of the mod file
    mod_restart(handle)                             Restart the playback from the start of the tune
    mod_set_volume(handle, volume)                  Set the global volume of the mod file (0 to 1)
    mod_get_volume(handle, volume)                  Get the global volume of the mod file (0 to 1)
    mod_set_channel_mute(handle,channel,true_false) Set the channel to mute
    mod_get_channel_mute(handle,channel)            Get the channel mute state
    mod_set_channel_volume(handle,channel,volume)   Set the channel's volume (0 to 1)
    mod_get_channel_volume(handle,channel)          Get the channel's volume (0 to 1)
    mod_toggle_channel_mute(handle,channel)         Toggle the channels's mute state
    mod_save_recording(handle,filename)             If enabled, save the current recording
    mod_set_speed(handle,speed)                     Set the MOD playback speed, from 0 to 31 - overridden by effect $f
    mod_get_speed(handle)                           Get the MOD playback speed, from 0 to 31
    mod_free(handle)                                Free up the current MOD, stopping it if required
    
     

    Attached Files:

    Last edited: Aug 5, 2019
    SilentxxBunny, Nikles, renex and 4 others like this.
  2. Juju

    Juju Member

    Joined:
    Jun 20, 2016
    Posts:
    403
    FOUR DOLLARS

    Who do you think you are, young man?

    (worth every penny)
     
    Rukola and RichHopefulComposer like this.
  3. hippyman

    hippyman Member

    Joined:
    Jun 20, 2016
    Posts:
    565
    People asked and here you are with this! Nice work!!

    I was curious if this is using pre-built sounds or if you are actually generating the sounds on-the-fly? Sorry if it should be obvious. I'm really not very familiar with trackers at all.
     
    RichHopefulComposer likes this.
  4. Mike

    Mike nobody important GMC Elder

    Joined:
    Apr 12, 2016
    Posts:
    2,289
    It plays standard MOD files, and they have samples built into them. However, you can create very small samples and loop them. MODs of 20 to 30k are not uncommon....
     
    hippyman likes this.
  5. hippyman

    hippyman Member

    Joined:
    Jun 20, 2016
    Posts:
    565
    I've never really understood the MOD format so I didn't know that. I'll have to check this one out once I finally rack up four bucks on my game. It'll take about a month... :potato: But I'll get it!
     
  6. RekNepZ

    RekNepZ GMC Historian

    Joined:
    Jun 20, 2016
    Posts:
    116
    This might just end up being the first (and possibly only) asset I ever buy. Now if only I had four dollars...
     
  7. Mike

    Mike nobody important GMC Elder

    Joined:
    Apr 12, 2016
    Posts:
    2,289
    Now updated to support effect code $00 - arpeggio!
     
    Carnivius and Galladhan like this.
  8. Lycanphoenix

    Lycanphoenix Guest

    Not quite as powerful as OpenMPT, but still a definite Must-Buy; especially given that it can integrate directly with GameMaker Studio, meaning more and more games might use module music these days.

    This is going to be one of the first extensions that I purchase when I save up. I look forward to seeing any updates.
     
  9. Ampersand

    Ampersand Member

    Joined:
    Jan 30, 2017
    Posts:
    216
    I wanted to make a famitracker clone by manually manipulating audio buffers and making raw data sounds but I got rather discouraged with audio delays. This sample-based tracking is very cool though, this will be fun to play with.
     
  10. Lycanphoenix

    Lycanphoenix Guest

    Some incredible soundtracks were made using Sample-based modtracker formats. Look up "Deus Ex: GOTY" and "Unreal Gold" soundtracks, for some good examples.

    When I make my game, currently just titled Boson (a working title), I hope to have a large portion of the soundtrack be tracker-based.
     
  11. Mike

    Mike nobody important GMC Elder

    Joined:
    Apr 12, 2016
    Posts:
    2,289
    New GMS 2.x version now works with HTML5, including binary MOD file support.... Enjoy.
     
    Tsa05, rIKmAN and YellowAfterlife like this.

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