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Detect MP3 files with ID3v1 and APETAG tags
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29a9e82
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This is wrong. 'TAG' (i.e. id3v1 magic) is at the end of the file. 'APETAGEX' very most usually appears at the end, too (don't know of any where APE magic is at the start.) See music_mad.c where I detect the tags.
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Yeah, I'll remove the "TAG", my mistake. On my side I working for the code that will parse all tags in a place, then I'll drop the use of libID3TAG library.
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Is this not going out of scope? SDL_mixer is supposed to be a mixer library, not a Swiss army knife of all audio/music formats, no?
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Looks like the library is already getting to be a Swiss army knife for audio management (even without of MixerX), it already has:
About meta-tags: I have two reasons why I added them:
And:
BTW: here is one missing functionality that would be cool to have, and I have a plan to make that: did you saw in my header functions like
Mix_*MusicStream()
are always requiringMix_Music*
context? I want to provide ability to play multiple music streams like it's possible with chunks now. Why? It's a required functionality for cross-fade effect and it's required to process environment SFX streams (forest leaves, wind, etc.) are usually heavy and long like musics. Also this will allow to play music saved as different instrument parties that will allow to enable/disable certain track to introduce more dynamic for in-game music. #229a9e82
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P.S. I think, after merge of current stuff with mainstream Mixer, I'll keep MixerX as a playgroud for new functionality which can be later send into regular Mixer on stabilizing. What do you think?
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Yes, don't add any additional stuff and let the existing ones get
reviewed, picked and merged.
When preparing your changesets, break things into many individual,
preferably independent changesets, like a new api addition with
rationale. Keep 'specialist' additions as the last, e.g.: an api
addition only serving your GME or libadlmidi's needs, and keep them
independent of everything else too whenever possible.
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Yeah, first off I going to backport guts without libraries and APIs yet:
Mix_MusicInterface
with new calls|sX;
tail.Mix_PlayChanTimedVolume()
to solve one of oldest problems when we usually getting old volume value of channel and we can't tell which volume we want to play, mainly, when we using-1
for automatical look up of the channel index)(I'll add this list into the specific issue for better visibility...)
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#8 (comment)