Hey guys. I’ve been using OpenMPT for a couple of days now to write some music for my game.
I ran into a couple of problems that I’ve solved so I thought I’d share them with you.
Firstly, I highly recommend sticking to Impulse Tracker (.IT) format because it’s the only one I could see that supports stereo sound samples. All the other formats seem to convert your audio to mono. 32bit audio files will automatically be converted to 16bit when imported so there’s no benefit going over 16bit.
When you create a new IT project in OpenMPT there are a few tabs. Under the ‘General’ tab there is a ‘Sample Vol’ setting. It defaults to 128, but if it’s over 127 then audio playback is silent in Unity.
So you will need to drop this to under 128.
If you turn your Samples into Instruments (highly recommended) there are a couple of Filters under the ‘Instruments’ tab. They are ‘Cutoff’ and ‘Reso’. If you have either of these turned on on ANY of your Instuments Unity will not recognize the file format correctly.
Thats the main issues I’ve had at the moment. Hope it helps someone in future.
I have a question as well if anyone is an Impule Tracker pro
I have created instruments with Hold Note sustain on the Volume envelope. When I turn the note off it cuts the note instead of releasing and playing the fadeout. I’ve tried the S70, S71 and S72 commands, but they don’t seem to release the note the way I was hoping. If anyone has any pointers I’d appreciate it.
[EDIT] I found the answer. The note off is [=] which you enter in the notes column. The Instrument is now releasing properly. [/EDIT]
I’m curious about your ability to control playback of MODs in Unity. I’ve looked everywhere and there seems to be NO INFO ANYWHERE. Unfortunately, people don’t understand Trackers and are content to let giant .ogg or .mp3s just play, but I NEED more control for my game.
Are you able to play a song and turn off/on or adjust volume in script? I’d be happy just to get that and I’ll pine away for the ability to control tempo in some other decade.
Yeah, I agree, the control seems extremely limited.
We should be able to jump to song positions and turn individual channels on and off at will I reckon.
I’m a little dissapointed in the control front. That’s the big advantage of MOD’s that UT have totally missed.
Hi Guys,
We are aware of the limited control. Discrete channel volume control is in very soon and skipping to song positions will be solve as soon as we implement general marker support (for WAVs as well). But as for anything else in software dev I can give you any specific dates unfortunately.
Please provide some interfaces to the modplayer in Unity. This is a fantastic feature we would love to use. Even just basic song control (pattern position jump) would be a great start!
Just wondering if there is any progress at all in the Audio department. Particularly the Tracker control.
It always seems to get left behind other features, but good audio control can save huge amounts of data. Especially for Mobile Gaming.
I personally want to be able to turn individual tracks on and off according to game play to give the music interactive feel.
I would love to see .it / .xm / .mod / .it support etc… but mostly I would love .xrns - renoise is the most up to date tracker, supporting multiple filetypes, vsti’s and its native dsp support. And I cant forget to mention the custom LUA scripting interface for creation of your own addons… check it out renoise.com - i believe it was like $40 us… but well worth the buy… even if u only care about mixing the track down and using the mp3s… If your comfortable with a tracker, I would suggest this… And this is coming from starting with OctaMED/DSS+ on my Amiga, then FT2 once the IBMs came out lol.
edit: btw - the renoise format is basically a zipped xml with assets as I understand it.
I am just imagining a renoise track, with multiple sections that loop, and depending on where in your level you are, it switches up within the track to a different pattern loop, setting the mood… so much is possible…
Has there been any progress on these development issues? I’ve been trying to look up information in the manual and scripting reference, but all I see if that unity supports a set of mod formats.
Could Unity give us an access to individual channels (expose them as numbers)? Would it be an easy task for Unity tech team? Please answer as I and surely others as well are very interested in this!
Has MOD support been forgotten? I have a song that contains an intro and then a looping middle, but the position jump message at the end doesn’t fire. Instead of restarting at the middle, it restarts at the front of the song.