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README
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AdPlug Winamp plugin v1.8
Copyright (c) 1999 - 2007 Simon Peter <dn.tlp@gmx.net>
Copyright (c) 2002 Nikita V. Kalaganov <riven@ok.ru>
Website: http://adplug.github.io
Module Archive: http://chiptunes.back2roots.org
Description:
------------
AdPlug is a Winamp input plugin. Winamp is a fast, high-fidelity audio player
for Windows (get it at www.winamp.com). AdPlug plays music, originally
composed for the AdLib (OPL2) and Sound Blaster (Dual OPL2/OPL3) audio boards,
directly from its original format on top of an emulator or by using the real
hardware. No OPL chip is required for playback.
Installation:
-------------
If you got the PiMPed version, everything should already be in place.
For the classic zipped version, you need to extract the file "in_adlib.dll"
from the archive to your Winamp plugin directory (on most machines this will
be C:\Program Files\Winamp\Plugins).
If, after installation, the plugin won't show up in Winamp's input plugin
dialog, and you know you installed it to the right place, your system maybe
doesn't fulfill AdPlug's library requirements. You need the file MSVCRT.DLL
in your WINDOWS\SYSTEM directory. If you are missing out, you can find it on
the Internet. Just start your favorite search engine to find it.
Usage:
------
You can now open a supported file in Winamp. Doubleclicking on the song name
scroller displays some infos about the currently playing file. AdPlug should
automatically configure itself to the best available replay condition.
Configuration:
--------------
Configure AdPlug by doubleclicking on it in the
Options|Preferences|Plug-ins|Input dialog (press Ctrl+P to go to the
preferences dialog).
Output Tab:
-----------
In the "Output" Tab, you can select between three different output methods.
First, there is the emulated output (Ken Silverman's emulator is permanently
disabled at the moment due to platform incompatibilities), with output options
attached. If you got an OPL2 compatible soundcard, you can select the second
option to utilize it, giving the OPL2 port as parameter. If you have problems
with this setting, you can try to enable "No OPL2 testing" to bypass the
hardware checks. At last, there's a Disk Writer that produces .RAW files
that can also be played back by AdPlug. Underneath this setting, you can
select the output path, all .RAW files will be written to. This setting is
not to be confused with the .WAV Writer output plugin of Winamp itself. If
you want .WAV files, use their output plugin with the Emulator setting instead.
Playback Tab:
-------------
Here are 4 options to be set:
"Autodetect song end": Turning off this option makes the songs play endlessly
(preserving the original loop points), just like the old modplayers did. Note
that you can obviously forget about using playlists when doing this.
"Fast seek": This is only needed for hardware OPL2 replay. If seeking takes
too long on your machine, you can turn on this option to make it significantly
faster. The drawback with it is that the replayer won't preserve the module
commands that would normally have been played in the time you skipped and the
module may sound a bit wrong for a short time after the seek.
"Standard refresh rate": This is only needed for .RAW Disk Writer output. If
this option is enabled, AdPlug will write the output to disk, but in the speed
it would have played it, would a real output be in use. So this takes
significantly longer.
"Use Database": If checked, AdPlug will use the database file, selected with
the next button, to get replay information about some problematic files. An
up-to-date version of the database can always be downloaded at AdPlug's website.
"Thread Priority": This can be used to make AdPlug a more or lesser important
task in your system. Depending on your needs, this could be useful.
Formats tab:
------------
In here, you can select all formats AdPlug should readily accept to replay.
If you got other plugins to handle some of AdPlug's normally supported file
types (MIDI is probably the best example), deselect the file types in here
and AdPlug won't ever again try to play back these files, until you re-select
the file types, of course. Remember to restart Winamp after you made changes,
since this is sometimes necessary.
Also in this tab is a checkbox to enable a workaround for S3M files in
conjunction with Nullsoft's Module Decoder Plugin. It is enabled by default
and fixes a problem with sample based S3M files not playing anymore, when
AdPlug is told to handle S3M files.
Known Problems:
---------------
The hardware replay won't work with SB AWE32/64 soundcards on the fly.
Although the plugin will detect their OPL chip properly, there will be no
sound output. This is a driver issue with the Creative FM driver. Zbigniew
Luszpinski found a possible way around it and wrote a little program to do the
trick. It can be downloaded at the AdPlug website.
Realtime song position display in AdPlug's file info box is ahead of the heard
sound when the emulator is used.
OPL2 hardware output
--------------------
Since version 1.9 of this plugin, writing to a hardware OPL2 device is no
longer possible, due to the removal of the necessary API functions from
Windows.
Should anyone still have an OPL2 sound card in a computer that can run this
plugin, only versions 1.8.2 or earlier will be able to control the device.
Development
-----------
A Visual Studio 2015 solution is located in contrib\vs2015\vs2015.sln. This
will allow you to build the plugin in Visual Studio 2015, which is available
as a free download.
The project is set up by default to launch Winamp when run, allowing the
plugin to be debugged while operating in Winamp. In order for this to work
successfully, you may need to update the path of the Winamp .exe if you did
not install it in the default path (Program Files\Winamp). You can do this
by right-clicking on the in_adlib project in the Solution Explorer and
choosing Properties, then under Configuration Properties/Debugging change
the Command to the full path of Winamp.exe.
In Winamp, you will also need to disable the crash handler plugin, otherwise
a crash will generate an error report instead of being caught by Visual
Studio for you to debug. This is done by deleting or renaming
gen_crasher.dll so that it does not have a .dll extension.
The project is capable of being set to x64 builds, however these do not work
and will produce many errors. Winamp is a 32-bit program, so stick to x86
builds.