Quote from: eri0o on Sat 31/08/2019 20:00:08(I'll gladly accept your excuses)
Ok, I wasn't expressing correctly, I am sorry. What I mean, is if you want to just play the song or if you intend to edit in real time.
Is your objective just playing the song in a game? Then it's a smaller API which is easier to write and already exists for some formats.
If your intention is to have a song be dynamic, then the amount of parameters in how dynamic it's will define how complicated or easy it's to implement.
Again, sorry for the confusion. I do need to ask, though what are the intentions of usage because that will dictate the difficulty to implement.
I know at least one dynamic tracker plugin for AGS, though I can't recall the exact name now.
Edit: also you sound reasonably excited and I projected anger from someone else onto you, which was really unfair, I really didn't want to cut your excitement. Excitement is good. Hope I didn't disturbed too much of your Saturday. Have a good day.
Now, to try and clarify my POV and intentions in asking that kind of support: as I said, I believe in a dynamic (ie. I assume by that term you mean "interactive") context â€" where the music must react directly to the player's actions and any events thus initiated â€" the tracker format is absolutely useless, as the amount of interactivity linking soundtrack to game must obviously be managed from within the game engine itself.
However, I see a point in having a modern tracker's format supported â€" although I'll admit it will for sure only concern a small minority of users (for the simple reason that very few people use a tracker to produce music to begin with), so yeah, it's kind of a "niche" request.
If you plan (as is usual) to have different songs play during different parts of your game (eg. to produce/emphasize their specific moods), then it is more elegant to have each song seamlessly loop, instead of fading out and restarting continuously while the player remains in that specific scene.
I see the tracker format as being especially appropriate to produce such a game soundtrack (more so than usual audio formats) since all the playlist and loop layout work for a song is already part of the composing process, and all the data for it is therefore already present in the tracker file format.
So yeah, my intentions of usage are in fact to simply let a music play (of course a different one for each game part â€" not talking about one single soundtrack playing for the entire game), in the very order and following the several looping paths that were laid out for the patterns while composing them in the tracker. Since that layout IS part of composing the music anyway, I see a real advantage in supporting the output format, instead of having to do that layout work again afterwards in order to have the music play as intended using classic audio formats (splitting the music in several audio files â€" ie. basically recreating patterns â€", managing a playlist + looping some parts inside AGS itself...).
From that perspective, that's simply doing the same job twice: all that song layout info being already present in the output file of my tracker (Renoise), why have addiotional steps of converting the tracker file to plain audio, cutting it into the relevant parts, coding a playlist and looping points, etc.?
To me it would make more sense to just directly support the XML format in which Renoise already provides all that work for the music patterns to play in the desired layout.
That being said, if such support proved too difficult to implement, I'd understand the disadvantages outweight the benefit (being for only a minority of users), and I'd just do like everybody else, working with plain audio formats and a playlist. But, without being a real coder myself, I assume the XML format of Renoise is open and clear enough (+ Renoise community in general should prove as helpful as usual) for such support to be realistically easy to add...
To sum it up: different songs for different game parts, and each part endlessly looping (until the scene ends), with the possibility of more than a straightforward loop of the entire piece (eg. skipping an intro when looping). A tracker module music does that by design. A plain audio file requires additional steps to produce the same result.
I hope that did answer your question about how dynamic I want the playback to be â€" not so sure I was clear enough â€" you tell me â€" but it's the best I cand do to describe it I'm afraid.