current libopenmpt version : 3.1
- Add the libopenmpt project to your project root under the folder LibOpenMPT.
namespace {
void update() {
Kore::Audio2::update(); //Update audio!
}
}
int kore(int argc, char** argv) {
Kore::System::setName("Shader");
Kore::System::setup();
Kore::WindowOptions options;
options.title = "KoreMPT";
options.width = 1024/3;
options.height = 768/3;
options.x = 100;
options.y = 100;
options.mode = WindowMode::WindowModeWindow;
Kore::System::initWindow(options);
Kore::System::setCallback(update);
Kore::Audio2::init(); // Initialize Audio2 first
Kore::Audio1::init(); // Make sure you initialize Audio1 as well
Kore::FileReader file;
file.open("Sound/theme_for_a_hero.mptm", Kore::FileReader::FileType::Asset);
KMPT::MPTStreamer mod;
// Make sure you call init, it will hijack Audio1 and makes sure it's updated too.
mod.init();
mod.loadFile(file);
file.close();
Kore::System::start();
return 0;
};
Currently only one MPTStreamer is supported. Meaning you can only load one module at a time. However sub songs are supported.
Any module file that works with openmpt should work here too.
Compressed data is not supported. If your module contains compressed data best course of action is to load the module into OpenMPT and convert it to a OpenMPT file. Due to differences in how some modules are handled there might be slight loss in quality.
- windows
- android
Korefile.js contains all the defines and includes to run libopenmpt with Kore. Things here deviate from the projects make file. For any other untested platform you might have to add a clause specifically for that target and add includes/defines.