Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: sfMod 1.1 - Play module files in SFML  (Read 7505 times)

0 Members and 1 Guest are viewing this topic.

zorexx

  • Full Member
  • ***
  • Posts: 109
    • View Profile
    • zorexx@site
sfMod 1.1 - Play module files in SFML
« on: October 29, 2011, 12:59:42 pm »
What is sfMod?
sfMod is a static library for playing module files (tracker musics) in SFML.
sfMod uses libmodplug, and can play any format that is supported by libmodplug.

GitHub repository:
https://github.com/eXpl0it3r/sfMod

Hand over to new maintainer:
After a long period of inactivity, I have decided to hand over this project to eXpl0it3r.
Please checkout the GitHub repository for the latest updates on this project.
« Last Edit: September 30, 2018, 12:48:03 pm by zorexx »

bglaze

  • Newbie
  • *
  • Posts: 46
    • View Profile
sfMod 1.0 - Play module files in SFML
« Reply #1 on: October 29, 2011, 01:09:45 pm »
Nice man, looking forward to trying this out!

gsaurus

  • Sr. Member
  • ****
  • Posts: 262
    • View Profile
    • Evolution Engine
sfMod 1.0 - Play module files in SFML
« Reply #2 on: October 29, 2011, 01:35:05 pm »
I love mods, I will give it a try sometime, thank you :)

But why is it static by default? Isn't it better to link SFML dynamically since it's to be used by applications that also use SFML?
Pluma - Plug-in Management Framework

zorexx

  • Full Member
  • ***
  • Posts: 109
    • View Profile
    • zorexx@site
sfMod 1.0 - Play module files in SFML
« Reply #3 on: October 29, 2011, 01:41:38 pm »
@bglaze: Will look forward to your feedbacks then. =)

@gsaurus: You're welcome. It's static to make things simpler.
Unlike dynamic libraries, static libraries  do not link to their dependencies at all.
You'll have to link to them when you're using it in your project. This means that you have the freedom to choose whether to link SFML statically or dynamically. (The example links SFML dynamically)

Naufr4g0

  • Full Member
  • ***
  • Posts: 112
    • View Profile
sfMod 1.0 - Play module files in SFML
« Reply #4 on: October 29, 2011, 01:52:49 pm »
Very useful! I have been looking for this library for so long...

gsaurus

  • Sr. Member
  • ****
  • Posts: 262
    • View Profile
    • Evolution Engine
sfMod 1.0 - Play module files in SFML
« Reply #5 on: October 29, 2011, 02:00:57 pm »
Quote from: "zorexx"
static libraries do not link to their dependencies at all.

Ah, thanks, I wasn't sure about it :P
Pluma - Plug-in Management Framework

zorexx

  • Full Member
  • ***
  • Posts: 109
    • View Profile
    • zorexx@site
sfMod 1.0 - Play module files in SFML
« Reply #6 on: October 29, 2011, 07:16:24 pm »
@Naufr4g0: Glad you find it useful.  :)

@gsaurus: No problem.  :wink:

Haikarainen

  • Guest
sfMod 1.0 - Play module files in SFML
« Reply #7 on: October 30, 2011, 10:28:32 am »
Does it support handling patterns? Like changing the current looppattern to change the atmospheric ambient music in games to, for example, be more aggressive when in fights.

That would be awesome and the only reason I'd use it, tbh. I do love chipmod myself but in a game it could as well be mp3 for less stagger on slower computers.

zorexx

  • Full Member
  • ***
  • Posts: 109
    • View Profile
    • zorexx@site
sfMod 1.0 - Play module files in SFML
« Reply #8 on: October 30, 2011, 11:55:19 am »
If you're talking about jumping to a specific position in the order list, yes, you can, using the SeekOrder function:
Code: [Select]
SeekOrder(int order);

zorexx

  • Full Member
  • ***
  • Posts: 109
    • View Profile
    • zorexx@site
Re: sfMod 1.1 - Play module files in SFML
« Reply #9 on: April 05, 2012, 07:27:14 am »
I'm finally done adapting sfMod to the latest SFML naming conventions.

I also added a new error handling system (the same one as sfTheora and sfMidi).

Dropped SFML 1.6 support as well, since SFML 2.0 will be released as a stable version soon.

See the changelog for the full list of changes.