Allows you to play various game music formats, including:
AY - ZX Spectrum/Amstrad CPC
GBS - Nintendo Game Boy
GYM - Sega Genesis/Mega Drive
HES - NEC TurboGrafx-16/PC Engine
KSS - MSX Home Computer/other Z80 systems (doesn't support FM sound)
NSF/NSFE - Nintendo NES/Famicom (with VRC 6, Namco 106, and FME-7 sound)
SAP - Atari systems using POKEY sound chip
SPC - Super Nintendo/Super Famicom
VGM/VGZ - Sega Master System/Mark III, Sega Genesis/Mega Drive,BBC Micro
The externals use the game-music-emu library, which can be found here: https://bitbucket.org/mpyne/game-music-emu/wiki/Home
[gme~] has 2 outlets for left and right audio channels, while [gmes~] is a multi-channel variant that has 16 outlets for 8 voices, times 2 for stereo.
[gmes~] only works for certain emulator types that have implemented a special class called Classic_Emu. These types include AY, GBS, HES, KSS, NSF, SAP, and sometimes VGM. You can try loading other formats into [gmes~] but most likely all you'll get is a very sped-up version of the song and the voices will not be separated into their individual channels. Under Linux, [gmes~] doesn't appear to work even for those file types.
Luckily, there's a workaround which involves creating multiple instances of [gme~] and dedicating each one to a specific voice/channel. I've included an example of how that works in the zip file.
- [ info ( - Post game and song info, and track number in the case of multi-track formats
- this currently does not include .rsn files, though I plan to make that possible in the future. Since .rsn is essentially a .rar file, you'll need to first extract the .spc's and open them individually.
- [ path ( - Post the file's full path
- [ read $1 ( - Reads the path of a file
- To get gme~ to play music, start by reading in a file, then send either a bang or a number indicating a specific track.
- [ goto $1 ( - Seeks to a time in the track in milliseconds
- Still very buggy. It works well for some formats and not so well for others. My guess is it has something to do with emulators that implement Classic_Emu.
- [ tempo $1 ( - Sets the tempo
- 0.5 is half speed, while 2 is double. It caps at 4, though I might eventually remove or increase the cap if it's safe to do so.
- [ track $1 ( - Sets the track without playing it
- sending a float to gme~ will cause that track number to start playing if a file has been loaded.
- [ mute $1 ... ( - Mutes the channels specified.
- can be either one value or a list of values.
- [ solo $1 ... ( - Mutes all channels except the ones specified.
- it toggles between solo and unmute-all if it's the same channel(s) being solo'd.
- [ mask ($1) ( - Sets the muting mask directly, or posts its current state if no argument is given.
- muting actually works by reading an integer and interpreting each bit as an on/off switch for a channel.
- -1 mutes all channels, 0 unmutes all channels, 5 would mute the 1st and 3nd channels since 5 in binary is 0101.
- [ stop ( - Stops playback.
- start playback again by sending a bang or "play" message, or a float value
- [ play | bang ( - Starts playback or pauses/unpauses when playback has already started, or restarts playback if it has been stopped.
- "play" is just an alias for bang in the event that it needs to be interpreted as its own unique message.
Both externals optionally take a list of numbers, indicating the channels that should be played, while the rest get muted. If there are no creation arguments, all channels will play normally.
Note: included in the zip are libgme.* files. These files, depending on which OS you're running, might need to accompany the externals. In the case of Windows, libgme.dll almost definitely needs to accompany gme(s)~.dll
Also, gme can read m3u's, but not directly. When you read a file like .nsf, gme will look for a file that has the exact same name but with the extension m3u, then use that file to determine track names and in which order the tracks are to be played.