vgmplay | VGM file command-line player and Winamp plugin | Runtime Evironment library

 by   vgmrips C Version: 0.40.9 License: No License

kandi X-RAY | vgmplay Summary

kandi X-RAY | vgmplay Summary

vgmplay is a C library typically used in Server, Runtime Evironment, Nodejs applications. vgmplay has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

The official and always up-to-date player for all VGM files. In the future, the existing VGMPlay will be replaced by libvgm, which is currently in development.
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              vgmplay has a low active ecosystem.
              It has 203 star(s) with 54 fork(s). There are 30 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 16 open issues and 39 have been closed. On average issues are closed in 273 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of vgmplay is 0.40.9

            kandi-Quality Quality

              vgmplay has no bugs reported.

            kandi-Security Security

              vgmplay has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              vgmplay does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              vgmplay releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            vgmplay Key Features

            No Key Features are available at this moment for vgmplay.

            vgmplay Examples and Code Snippets

            No Code Snippets are available at this moment for vgmplay.

            Community Discussions

            QUESTION

            Porting scriptprocessor based application to audioworklet
            Asked 2018-Feb-21 at 20:22

            Since the old Webaudio scriptprocessor has been deprecated since 2014 and Audioworklets came up in Chrome 64 I decided to give those a try. However I'm having difficulties in porting my application. I'll give 2 examples from a nice article to show my point.

            First the scriptprocessor way:

            ...

            ANSWER

            Answered 2018-Feb-21 at 20:22

            So my question basically is how to do the above example in Audioworklet,

            For your first example, there is already an AudioWorklet version for it: https://github.com/GoogleChromeLabs/web-audio-samples/blob/gh-pages/audio-worklet/basic/js/noise-generator.js

            I do not recommend the second example (aka buffer stitching), because it creates lots of source nodes and buffers thus it can cause GC which will interfere with the other tasks in the main thread. Also discontinuity can happen at the boundary of two consecutive buffers if the scheduled start time does not fall on the sample. With that said, you won't be able to hear glitch in this specific example because the source material is noise.

            when the data is generated continuously in the main thread in some array and the playback of that data is happening in the Webaudio thread.

            The first thing you should do is to separate the audio generator from the main thread. The audio generator must run on AudioWorkletGlobalScope. That's the whole purpose of AudioWorklet system - the lower latency and the better audio rendering performance.

            In your code, VGMPlay_WebAudio.generateBuffer() should be called in AudioWorkletProcessor.process() callback to fill the output buffer of the processor. That roughly matches what your onaudioprocess callback does.

            I've been reading about the messageport thing, but I'm not sure that's the way to go either. The examples don't point me into that direction I'd say. What I might need is the proper way to provide the process function in the AudioWorkletProcesser derived class with my own data.

            I don't think your use case requires MessagePort. I've seen other methods in the code but they really don't do much other than starting and stopping the node. That can be done by connecting/disconnecting AudioWorkletNode in the main thread. No cross-thread messaging necessary.

            The code example at the end can be the setup for AudioWorklet. I am well aware that the separation between the setup and the actual audio generation can be tricky, but it will be worth it.

            Few questions to you:

            1. How does the game graphics engine send messages to the VGM generator?
            2. Can the VGMPlay class live on the worker thread without any interaction with the main thread? I don't see any interaction in the code except for starting and stopping.
            3. Is XMLHttpRequest essential to the VGMPlay class? Or can that be done somewhere else?

            Source https://stackoverflow.com/questions/48874118

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install vgmplay

            You can download it from GitHub.

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            https://github.com/vgmrips/vgmplay.git

          • CLI

            gh repo clone vgmrips/vgmplay

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            git@github.com:vgmrips/vgmplay.git

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