Export original sample format #22
Replies: 9 comments 1 reply
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Hi, From your provided example, by "original file format", I'm assuming you're referring to the Amiga IFF (8SVX) format? Sure, I can add that. I'm currently rewriting the core library to make adding features like this easier, so it'll take a little longer. |
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Man that would be so great!
Imagining a world where I feed it my entire MOD library, and it generates a
folder of usable 8SVX files that can be loaded directly into ProTracker!
…On Fri, Jan 27, 2023 at 2:25 PM B0ney ***@***.***> wrote:
Hi,
From your provided example, by "original file format", I'm assuming you're
referring to the Amiga IFF (8SVX) format? Sure, I can add that.
I'm currently rewriting the core library to make adding features like this
easier, so it'll take a *little* longer.
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Hey just got this when ripping a big folder, and thought I'd share :
[image: image.png]
Just an idea, is it possible for a corrupt module to simply be
skipped/aborted when it's detected, rather than taking down the whole
program? There's no indication of what file crashed it, and where to
resume from etc.
Thank you for your amazing work with this, you can't begin to imagine how
useful this is!
On Fri, Jan 27, 2023 at 2:48 PM Ferro Montanino ***@***.***>
wrote:
… Man that would be so great!
Imagining a world where I feed it my entire MOD library, and it generates
a folder of usable 8SVX files that can be loaded directly into ProTracker!
On Fri, Jan 27, 2023 at 2:25 PM B0ney ***@***.***> wrote:
> Hi,
>
> From your provided example, by "original file format", I'm assuming
> you're referring to the Amiga IFF (8SVX) format? Sure, I can add that.
>
> I'm currently rewriting the core library to make adding features like
> this easier, so it'll take a *little* longer.
>
> —
> Reply to this email directly, view it on GitHub
> <#22 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AG326RO2I5MHT2FPDKOJYGLWURDO7ANCNFSM6AAAAAAUJA4EHY>
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Yes, that's what it should normally do. This is a bug.
I plan to add this for the next version, you're free to file another issue with the enhancement tag as a reminder. Quick question, were the majority of the modules Amiga MOD files? That format was a bit weird to implement because they're very little ways to validate it, so I may have missed something. I know I may be asking a lot from you, but could you upload an archive of the folder you tried to rip? You can upload them to a cloud service like mega, mediafire or even include them in your bug report if it's not that big. If you can't (or don't feel comfortable to) do this, don't worry about it. I can do more testing with the modules from modarchive. Having tested this program with ~8000 modules, I'm quite interested. |
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Hey! Thanks for the response - I'll comment on GitHub to keep it all
tracked and part of the process.
And yeah funny, I downloaded the entire modarchive torrent (aboug 50gigs
lol), and wrote PowerShell to sort it into folders A-Z... I believe I ran
it on the "A" folder in this case, which probably had tens of thousands of
MODs. I can still try to recreate the issue and share the folder though!
One last question - is there any standard in terms of sample rate? I
noticed the samples that were extracted from MODs specifically all seemed
to be pitched an octave down when played at the default sample rate.
...maybe I'll share what I"m up to. I'm trying to extract every single
sample from every module in the modarchive, and load them into XLN XO... XO
- XLN Audio <https://www.xlnaudio.com/products/xo> ... generating a "cloud"
of Amiga samples all intelligently clustered by XO based on if they're a
kick, snare, perc, hihat, sfx etc. If the samples are pitched
incorrectly, a snare will probably be misinterpreted as a kick, etc.
Really appreciate your efforts in keeping these incredible formats alive!
…On Fri, Feb 3, 2023 at 1:38 AM B0ney ***@***.***> wrote:
Is it possible for a corrupt module to simply be
skipped/aborted when it's detected, rather than taking down the whole
program
Yes, that's what it should normally do. This is a bug.
For some reason, the image isn't showing up. Can you file an issue
<https://github.com/B0ney/xmodits/issues/new/choose> and upload it there?
There's no indication of what file crashed it, and where to
resume from etc.
I plan to add this to the next version, you're free to file another issue
with the *enhancement* tag as a reminder.
Quick question, were the majority of the modules Amiga MOD files? That
format was a bit weird to implement because there's very little ways to
validate it, so I may have missed something.
I know I may be asking a lot from you, but could you upload an archive of
the folder you tried to rip?
The folder might be large, but 7zip can compress the folder and split them
up to manageable chunks (25 - 50MB).
You can upload them to a cloud service like mega, mediafire or even
include them in your bug report if it's not that big.
*If you can't (or don't feel comfortable to) do this, don't worry about
it.* I can do more testing with the modules from modarchive.
Having tested this program with ~8000 modules, I'm quite interested.
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Amazing! Legit man despite you not being happy with the implementation,
you've by far made the most functional app out there for this purpose.
And thanks for the details, that finetune tweak would be butter!
Talk soon, I'll hit GitHub rn.
…On Mon, Feb 6, 2023 at 1:58 PM B0ney ***@***.***> wrote:
One last question - is there any standard in terms of sample rate? I
noticed the samples that were extracted from MODs specifically all seemed
to be pitched an octave down when played at the default sample rate.
The sample rate for ripped MODs is 8363 Hz. I intended to calculate the
sample rate from its finetune
<https://github.com/a740g/QB64-MOD-Player/blob/main/docs/MOD.txt#L37>,
but I got lazy and just left it as a placeholder.
Do note the ripping process doesn't do any destructive resampling, it's
just metadata put into the WAV.
I'm personally not happy with how I've implemented the MOD format. So it's
on my to-do list.
The core rewrite is going pretty smoothly. I don't have as much free time
now, but even at such an early stage it's so much nicer to work with. The
rewrite has multithreading from the beginning, so extracting samples from
larger modules should be a bit faster.
Looking forward to your updates!
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Hi, I know it's been a couple of months, but I'm almost finished developing version Here's the pre-release: https://github.com/B0ney/xmodits/releases/tag/v0.10.0-rc1 Along with a multitude of features, this new version should produce better sounding samples for MOD files. The reason they originally sounded low pitched was because they were at a lower octave, not because of its finetune. This has been fixed :) If you have the time to test it, I'd greatly appreciate any feedback before I publish it. |
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Thank you so much, trying it now!
[image: image.png]
....lolllll! I wonder how long it'll take ProTracker to load 122,455
folders.
…On Sun, May 14, 2023 at 7:52 AM B0ney ***@***.***> wrote:
Hi,
I know it's been a couple of months, but I'm almost finished developing
version 0.10.0.
Here's the pre-release:
https://github.com/B0ney/xmodits/releases/tag/v0.10.0-rc1
Along with a multitude of features, this new version should *produce
better sounding samples for MOD files*.
The reason they originally sounded low pitched was because they were at a
lower octave, *not* because of its finetune. This has been fixed :)
If you have the time to test it, I'd greatly appreciate any feedback
before I publish it.
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Once this is done, gonna load it into XLN Audio's "XO" where it'll build a
cloud map of all the samples based on sonic profile, for use in modern DAWs.
This is a dream come true man, thank you for your efforts.
[image: image.png]
Training an AI is next hahah. We live in good times.
On Sun, May 14, 2023 at 9:59 AM Ferro Montanino ***@***.***>
wrote:
… Thank you so much, trying it now!
[image: image.png]
....lolllll! I wonder how long it'll take ProTracker to load 122,455
folders.
On Sun, May 14, 2023 at 7:52 AM B0ney ***@***.***> wrote:
> Hi,
>
> I know it's been a couple of months, but I'm almost finished developing
> version 0.10.0.
>
> Here's the pre-release:
> https://github.com/B0ney/xmodits/releases/tag/v0.10.0-rc1
>
> Along with a multitude of features, this new version should *produce
> better sounding samples for MOD files*.
>
> The reason they originally sounded low pitched was because they were at a
> lower octave, *not* because of its finetune. This has been fixed :)
>
> If you have the time to test it, I'd greatly appreciate any feedback
> before I publish it.
>
> —
> Reply to this email directly, view it on GitHub
> <#22 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AG326RMKOOIBYVTICZZGZZDXGDWT5ANCNFSM6AAAAAAUJA4EHY>
> .
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Hi! This is unreal - I'm wondering if rather than exporting to WAV if it's possible to export to the original file format? This would be super useful in generating a usable samples folder from a bunch of MOD files, to load directly into ProTracker for example.
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