OpenMPT for Godot
These are bindings for libopenmpt (The library version of the playback engine of OpenMPT, the modtracker software) made for Godot which allows you to play almost any tracker module format (like .xm or .it or .s3m or even something like .umx aka the Unreal Engine 1 Music format) under the sun as a normal AudioStream (as if it was just a WAV or OGG file)
Because my game uses mod-tracker music inspired by Deus-Ex, and it also makes looping and dynamic music easier.
Just go to the prebuilt branch and use the download ZIP feature of Github, or use "Releases" on the side, extract it into your project and you're done!
If you want to take a look at a commit that's more recent, then you can download the addon as a CI build artifact from the Github workflow action.
Unfortunately there are no MacOS, Android, iOS, or any 32-bit binaries currently prebuilt. If you need any of those you will have to build them yourself and add them to the .gdextension file.
For information on what functions you can use either look at the source code, or look at the in-editor docs for the types AudioStreamMPT
and AudioStreamPlaybackMPT
.
There is no official written documentation for the time being, but just the function names and parameter names should most likely be helpful enough; and if you know any amount of C++ the code should be pretty easy to parse.
In theory, all of them. In practice building for certain platforms sucks and so hasn't been tested. I have only tested Windows and Linux thus far. As for MacOS... I don't have a Mac neither do I have the money for one so unless someone else would like to volunteer to compile it and provide fixes if anything goes wrong on Mac, I can't test it myself. Blame Apple for having stupid licensing in regards to their system headers, otherwise cross-compilation probably wouldn't be that hard.
As for mobile platforms, I haven't tested them either because I don't make mobile games and iOS has a lot of the same issues as MacOS does (don't have an iPhone either). Android should probably work, but it hasn't been tested. (Just like with MacOS open an issue if you run into any problems)
This project uses CMake so it's recommended to use that (even for building godot-cpp as the library names are different and I had issues mixing SCons and CMake before).
It has been tested on Windows and Linux. MacOS might work but you're on your own (at least for now), open an issue if it has any problems and I'll try to address them or you can address them yourself in a PR (probably easier if you can, since I can't test things without a Mac).
If you're on Windows use the Visual Studio 2022 CMake integration; though you'll want to use CMake from a Visual Studio Developer Command Prompt terminal and probably not from Visual Studio itself (though you could, it's just probably easier to do it from a terminal).
Open the custom-godotcpp-build
directory in the terminal. Here we'll use CMake with this as the source and the binary directory (this is required for the main build script to work).
There is an optional define called GENERATE_DEBUG_SYMBOLS
, this is the reason we need a custom build script in the first place.
If you're developing and ran into an error in godot-cpp OR libopenmpt itself, feel free to turn it on. But if you're just building this for any other reason define it to be OFF
(-DGENERATE_DEBUG_SYMBOLS=OFF
).
Otherwise, the binaries will end up being pretty big (perhaps so big that Github won't even let you push the files anymore!), so use with caution.
You can run something like this: cmake . -G Ninja -DGENERATE_DEBUG_SYMBOLS=OFF -DCMAKE_BUILD_TYPE=<INSERT EITHER Release OR Debug HERE>
Then run ninja
, the generator we defined; which is recommended since it's fast and comes with VS:
ninja
If you want to build both Release
and Debug
versions you'll have to define the CMAKE_BUILD_TYPE
for one of them, then delete all the extra CMake generated files (other than the bin
and gen
directories, do NOT delete CMakeLists.txt
!!!)
then define CMAKE_BUILD_TYPE
again as the opposite value. This will generate both required libraries for Release
and Debug
.
I recommend using Visual Studio 2022 and its CMake integration, but through a Visual Studio Developer Command Prompt; which comes with VS2022.
This is pretty similar to building godot-cpp.
Run CMake in the root repository directory cmake . -B build -G Ninja -DCMAKE_BUILD_TYPE=<INSERT EITHER Release OR Debug HERE>
,
then cd build && ninja
.
You can run it again for the opposite configuration if you want both debug and release.
After this is done you will have a .dll
file(s) in the bin
directory of the addon folder.
You will need cmake
, either the gcc
toolchain or the clang
/llvm
toolchain (this is actually relatively untested as of the latest buildsystem changes, so it may or may not work with Clang anymore).
Also recommended is ninja-build
for the build system.
It's pretty much the same as the Windows instructions:
Run CMake in the root repository directory, cmake . -B build -G Ninja -DCMAKE_BUILD_TYPE=<INSERT EITHER Release OR Debug HERE>
,
then cd build && ninja
.
You can run it again for the opposite configuration if you want both debug and release.
After this is done you will have a .so
file(s) in the bin
directory of the addon folder.
Now you're pretty much done, just copy the addon directory to your Godot project, reload it if you have it open, enable the importer plugin and boom. You now can play your mod-tracker formats as a regular audio stream (and even manipulate the playback of them quite a lot).
Open an issue, I'll be happy to take a look. I can't guarantee support though, I'm just a solo hobby developer, but I'm more than willing to take feedback or try to help if I can.