doesn't explicitly have any concept of a "rest", though that would be easy enough to add
Rest is an extremely useful feature, definitely worth adding.
utz wrote:If so, you could build yourself an XM converter using either Shiru's Python-based xmlib or my slightly wonky Rust-based xmkit.
I obviously need to do some reading, and will try to do so before I post again. My initial thought is "Convert them into what ?", or is convert a euphamism for "play XM files" here ?
The converter should take an XM file as input and produce the required data statements for your music player. For 1-bit players, we usually use specially crafted XM templates that attempt to give a rough approximation of the final (converted) result, but in your case I think just some generic XM file with a single sine-wave instrument would be fine.
See this 1-bit engine package for an example of such a converter. Feel free to nick the xmkit library - it's pretty bad code, but it's C++.
utz wrote:... you might even be able to convince someone on here to write some music for you.
For my little game that does not seem like a worthwhile use of somebody's time and talent.
The problem is that I'm not sure any of us have any ready made music laying around that fits the constraints of your player. You could, of course, grab some random XM file and convert that, but you'll find that more often than not musicians pack multiple elements of the music in the same channel, so taking a single channel and converting that to your player wouldn't make all that much sense.
A reasonably low-effort solution could be to find a MIDI of, say, the Tron movie theme, import it in an XM editor, edit it a bit to squeeze the main melody into one channel, and finally convert that to data statements for your player.