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0.0 2.0 0.0 20.86 MB

Music player for the most common GBA sound format

License: GNU Lesser General Public License v3.0

Makefile 0.43% C 0.36% C++ 99.21%

agbplay's Introduction

agbplay

"agbplay" is a music player with Terminal interface for GBA ROMs that use the most common (aka mp2k/m4a) sound engine format. The code itself is written in C++.

Quick overview: agbplay

Controls:

  • Arrow Keys or HJKL: Navigate through the program
  • Tab: Change between Playlist and Songlist
  • A: Add the selected song to the playlist
  • D: Delete the selected song from the playlist
  • T: Toggle whether the song should be output to a file (see R and E)
  • G: Drag the song through the playlist for ordering
  • I: Force Song Restart
  • O: Song Play/Pause
  • P: Force Song Stop
  • +=: Double the playback speed
  • -: Halve the playback speed
  • Enter: Toggle Track Muting
  • M: Mute selected Track
  • S: Solo selected Track
  • U: Unmute all Tracks
  • N: Rename the selected song in the playlisy
  • E: Export selected songs to individual track files (to "workdirectory/wav")
  • R: Export selected songs to files (non-split)
  • B: Benchmark, Run the export program but don't write to file
  • Q or Ctrl-D: Exit Program

Current state of things:

  • ROMs can be loaded and scanned for the songtable automatically
  • PCM playback works pretty much perfect, GB instruments sound great, but envelope curves are not 100% accurate
  • Basic rendering to file done including dummy writing for benchmarking

Todo:

  • Add missing key explanation for controls
  • Fix wrong modulation curve (original uses triangle shaped waves, sine is being used currently)
  • Implement Reverb for GS1 and GS2
  • Change to an audio library that doesn't have annoying package dependecy issues and doesn't print ANYTHING messages on stdout
  • Redo config system (perhaps in XML) to support games to share playlist (for games only differing in terms of language) and to allow multiple playlists for one game

Depenencies:

  • boost
  • portaudio
  • (n)cursesw
  • libsndfile

Compiling: Install all the required dev packages and run the Makefile (make).

The code itself is written to be cross-platform compatible. That's why I've decided to go with Boost and portaudio. I personally have tested it on 64 bit Cygwin (Windows) and 64 bit Debian Linux. Native Windows support with Visual Studio is NOT supported by me and I NEVER will. Getting terminal things to work on Windows with UTF-8, colors and resizing terminal just doesn't work.

agbplay's People

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