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Gm Bassmod


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#1 Smarty

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Posted 22 January 2008 - 12:01 AM

GM Bassmod is an extension that allows you to play modules in your Game Maker games. There are several functions to control playback and to retrieve information while the song is being played. GM Bassmod is based on the Bassmod library developed by Ian Luck at Un4seen Developments.

GM Bassmod replaces JBFMOD, as it has much more accurate module playback than FMOD has. There are now a number of MOD DLLs around, but none have yet made it to an extension. This extension contains all the features you need for MOD playback:
  • Add MODs as resources to your games
  • Support for MOD, S3M, XM and IT
  • Playback from any position in the song
  • Control global volume, instrument volume, channel volume, amplification and panning separation
  • Advanced playback options such as repeat, surround, ramping and interpolation
  • Retrieve playback status, time, length, rows, instruments samples
  • Detect what instruments and notes are played realtime
  • MO3 support for strong file compression
  • Small application footprint (100 Kb)
  • Help file documentation
  • Available for Game Maker 6, 7 and 8
:) :P Download the GM Bassmod extension (110 Kb) or
:P Download the GM Bassmod DLL package (110 Kb)

If you want to see a demonstration of Bassmod, see La Piccola Pianola in action.

Edited by Smarty, 08 January 2010 - 01:07 PM.

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#2 thetagames

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Posted 22 January 2008 - 09:04 PM

I finally got to try this, and I must say, I'm quite impressed. I converted my IT track to a lossless MO3, and it played perfectly, without any distortion or anything. I will probably use this in my next game.
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#3 Palondrome

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Posted 23 January 2008 - 12:29 AM

I tried to install the extension but:
Posted Image
:)
Then I download the :D one and tried to use it but the same sort thing happened.
Posted Image

Grrrrr, I am sick of things not working with VISTA!!!!!!!!!!!!!!

Edit: I downloaded La Piccola Pianola and it works fine. It looks REALLY good!

Edited by Palondrome, 23 January 2008 - 12:41 AM.

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#4 Smarty

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Posted 23 January 2008 - 12:49 AM

Thanks for the comment, thetagames.

Palondrome, with regard to GM7, I expect that you do not have the privileges that are required to install extensions... Keep in mind that under GM7 the extensions are installed in a subdirectory of Game Maker, and that you may not have the rights to copy files there. Try it as an administrator.

For GM6 - how can you run any Game Maker 6 game under Vista? They need conversion before they can run, as far as I know. So I don't expect any game to run from the GM editor.
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#5 Palondrome

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Posted 23 January 2008 - 01:55 AM

For GM6 - how can you run any Game Maker 6 game under Vista? They need conversion before they can run, as far as I know. So I don't expect any game to run from the GM editor.

<{POST_SNAPBACK}>


I didn't use :P , I used the "DLL package" which has a :P next to it, hence "Then I downloaded the :GM6: one" ;)

Palondrome, with regard to GM7, I expect that you do not have the privileges that are required to install extensions... Keep in mind that under GM7 the extensions are installed in a subdirectory of Game Maker, and that you may not have the rights to copy files there. Try it as an administrator.

<{POST_SNAPBACK}>


I have installed extensions before without any trouble, I wonder why this one is different :blink:
I ran GM as an administrator and... IT WORKED!

I haven't tested and fiddled with it yet, but it looks like a very nice DLL

Good work,
Palondrome
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#6 Smarty

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Posted 23 January 2008 - 12:17 PM

I didn't use  :P , I used the "DLL package" which has a  :P  next to it, hence "Then I downloaded the  :GM6:  one"  ;)

Ah, sorry. In that case I'm interested in the commands you executed that gave you that unexpected error, because it definitely has a different cause than the installation of the extension.

I have installed extensions before without any trouble, I wonder why this one is different  :blink:

I have no clue. All Game Maker does when installing the extension is write a CHM, GED and DAT file into the extensions directory. The first is the help file, the second is a file that contains the definitions of the extension and the third is a package containing the external files (such as DLLs). Vista should see no difference between one extension or the next. Maybe you installed them as an administrator before?

Anyway, glad you got it to work.
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#7 Palondrome

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Posted 24 January 2008 - 08:13 AM

In that case I'm interested in the commands you executed that gave you that unexpected error, because it definitely has a different cause than the installation of the extension.


Ahh... That was my own mistake - I didn't call it correctly - The help file didn't seem to work so I assumed that there were no arguments for the Installation of it, then the help file decided to help me and told me that there are three. :)

This DLL is very powerful and relatively easy to use, it played my song flawlessly and showed all the instruments (all 31 of them) but in ASCII values. Is there an easy way tho convert ASCII <-> Dec?
Nevertheless, A very good DLL :o

Palondrome. :)
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#8 Smarty

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Posted 24 January 2008 - 10:04 AM

Ahh... That was my own mistake - I didn't call it correctly - The help file didn't seem to work so I assumed that there were no arguments for the Installation of it, then the help file decided to help me and told me that there are three. :)

I've spent way too much time on making a nice help file, so you better read it. :)

However, I strongly suggest you use the extension and not the DLLs if you use Game Maker 7. The advantage of extensions is that the parameters are listed in the panel below the script editor. It also gives you an error when you check the script, telling you that you didn't specify enough parameters.

This DLL is very powerful and relatively easy to use, it played my song flawlessly and showed all the  instruments (all 31 of them) but in ASCII values. Is there an easy way tho convert ASCII <-> Dec?

<{POST_SNAPBACK}>

To get the note number (0-119), use

note=ord(strinc_char_at(notes,n))-32;

Where n is the position in the string and notes is the result of your bmod_get_notes(instrument) call.

I had to pass them as a string because Game Maker DLLs can't return arrays. On the other hand, you can check each note individually, but it's generally better to get a string of notes.
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#9 Ryan-Phoenixan

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Posted 02 February 2008 - 02:59 AM

This is a pretty good extension. :wacko: I'm already using BASS for GameMaker for playing Ogg Vorbis and MP3, but I'll probably use this if I'm only using modules. If this ever gets updated to expand upon more formats as BGM did though, I'd definitely use this for everything.

Edited by Ryan-Phoenixan, 02 February 2008 - 03:00 AM.

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#10 Dark__Echeos

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Posted 02 February 2008 - 03:21 AM

Smarty = GM god?
i don't know, but this extension is awsome! i've been waiting for a mod extension; the dll's just don't cut it. >_<


***** <--- five out of five stars!
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#11 Smarty

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Posted 03 February 2008 - 09:25 PM

Thank you Dark__Echeos.

This is a pretty good extension. :) I'm already using BASS for GameMaker for playing Ogg Vorbis and MP3, but I'll probably use this if I'm only using modules.  If this ever gets updated to expand upon more formats as BGM did though, I'd definitely use this for everything.

<{POST_SNAPBACK}>

MP3 and OGG files are very different from MOD music (which is closer to MIDI). People aren't likely going to use both in the same game so I frankly don't see a point in trying to unite that functionality in a single library.

Also, a lot of the functions in GM Bassmod make perfect sense for MOD files but would never work for MP3/OGG files. If I was to throw them together you get a very inconsistent command set. I think separate, small building extensions make more sense than big unwieldy ones.
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#12 Ryan-Phoenixan

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Posted 04 February 2008 - 01:15 AM

Good point. :)

Still a pretty good and simple extension.
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#13 Ominiq

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Posted 04 February 2008 - 07:23 PM

Great work! I didn't have any luck with BGM, so it's nice to finally see an alternative. I was just fiddling around with FMOD at the moment, and although it has a lot of nice features, I think it's overkill for my project.

The only thing I miss is the ability to play multiple mods at once. I thought of tracking the sound effects, but that's not an option now.

#14 Smarty

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Posted 04 February 2008 - 09:23 PM

The only thing I miss is the ability to play multiple mods at once. I thought of tracking the sound effects, but that's not an option now.

<{POST_SNAPBACK}>

It's for music playing rather than sound effects. I'd suggest tracking the sound effects and recording them as WAV in Modplug Tracker, then importing them as regular sound clips in Game Maker.
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#15 Ominiq

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Posted 05 February 2008 - 05:14 PM

The only thing I miss is the ability to play multiple mods at once. I thought of tracking the sound effects, but that's not an option now.

<{POST_SNAPBACK}>

It's for music playing rather than sound effects. I'd suggest tracking the sound effects and recording them as WAV in Modplug Tracker, then importing them as regular sound clips in Game Maker.

<{POST_SNAPBACK}>

Yeah, that's pretty much plan B. Thanks for answering, and I hope to show a creation using it soon.

#16 LoopStan

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Posted 09 February 2008 - 07:38 PM

I was wondering if you could post an example? I would like to see exactly how it runs. That will make it so i can use it. :GM7:
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#17 Smarty

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Posted 10 February 2008 - 11:20 AM

There's a very neat, slick-looking help file I wrote included in the package, in which there is a very small example on how to start GM Bassmod, load a song and play it. Why do I ever bother to write documentation... :)
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#18 Daniel9999999

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Posted 11 February 2008 - 07:20 PM

Man, this GEX is fine but, you removed the .PAK file support. Why you did this?
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#19 Smarty

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Posted 11 February 2008 - 09:11 PM

Man, this GEX is fine but, you removed the .PAK file support. Why you did this?

<{POST_SNAPBACK}>

Because I thought it to be pointless. Game Maker already has a pack feature through the Include tab. It is child's play to include your songs and then extract / load them at will. Why duplicate functionality?
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#20 Daniel9999999

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Posted 28 February 2008 - 11:09 PM

Ohhh now I understand, but, It appears that you don't like to make drag and drop interfaces, Or is that you don't like action libraries?
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