<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>100% Managed Soundtrack Music Module Player</title><link>http://sharpmod.codeplex.com/project/feeds/rss</link><description>A Soundtracker Module music player in pure managed C&amp;#35;. Can be used in Native Window , XNA and Silverlight applications.</description><item><title>Reopened Issue: Wish: Implement XNA Output [324]</title><link>http://sharpmod.codeplex.com/workitem/324</link><description>I&amp;#39;d love to try playing chiptunes on Windows Phone 7&lt;br /&gt;</description><author>Mdwf</author><pubDate>Fri, 14 Jun 2013 07:53:45 GMT</pubDate><guid isPermaLink="false">Reopened Issue: Wish: Implement XNA Output [324] 20130614075345A</guid></item><item><title>Reopened Issue: VS2010 project setup [612]</title><link>http://sharpmod.codeplex.com/workitem/612</link><description>The project from SVN is incorrectly set up. Files are linked from the core project by absolute path, like so&amp;#58;&lt;br /&gt;&amp;#160;&lt;br /&gt;error CS1504&amp;#58; Source file &amp;#39;F&amp;#58;&amp;#92;Dev&amp;#92;SharpMod&amp;#92;SharpMod.Core&amp;#92;SharpModEventArgs.cs&amp;#39; could not be opened &amp;#40;&amp;#39;Unspecified error &amp;#39;&amp;#41;&lt;br /&gt;</description><author>Mdwf</author><pubDate>Fri, 14 Jun 2013 07:53:45 GMT</pubDate><guid isPermaLink="false">Reopened Issue: VS2010 project setup [612] 20130614075345A</guid></item><item><title>Reopened Issue: MOD files loading [737]</title><link>http://sharpmod.codeplex.com/workitem/737</link><description>I&amp;#39;ve tried a few mod files, some from the original MK Soundtracker and they are not recognized as modules.&lt;br /&gt;&amp;#160;&lt;br /&gt;What modtracker is exporting the mod format recognized by the loader&amp;#63;&lt;br /&gt;&amp;#160;&lt;br /&gt;I remember on the Amiga, the loaders were very forgiving and would not really perform any checks&amp;#59; the various soundtrackers performed very basic checks to tell a format apart from another, but this was very limited. This may have permitted non standard files to grow and spread as they just worked back then.&lt;br /&gt;&amp;#160;&lt;br /&gt;I attached sleepwalk, it is one of the very first modules ever made. It loads properly in VLC but not in SharpMod &amp;#40;not recognized as a module&amp;#41;.&lt;br /&gt;</description><author>thomasdjafari</author><pubDate>Fri, 14 Jun 2013 07:53:44 GMT</pubDate><guid isPermaLink="false">Reopened Issue: MOD files loading [737] 20130614075344A</guid></item><item><title>Closed Issue: Wish: Implement XNA Output [324]</title><link>http://sharpmod.codeplex.com/workitem/324</link><description>I&amp;#39;d love to try playing chiptunes on Windows Phone 7&lt;br /&gt;</description><author>Mdwf</author><pubDate>Thu, 16 May 2013 06:30:35 GMT</pubDate><guid isPermaLink="false">Closed Issue: Wish: Implement XNA Output [324] 20130516063035A</guid></item><item><title>Closed Issue: VS2010 project setup [612]</title><link>http://sharpmod.codeplex.com/workitem/612</link><description>The project from SVN is incorrectly set up. Files are linked from the core project by absolute path, like so&amp;#58;&lt;br /&gt;&amp;#160;&lt;br /&gt;error CS1504&amp;#58; Source file &amp;#39;F&amp;#58;&amp;#92;Dev&amp;#92;SharpMod&amp;#92;SharpMod.Core&amp;#92;SharpModEventArgs.cs&amp;#39; could not be opened &amp;#40;&amp;#39;Unspecified error &amp;#39;&amp;#41;&lt;br /&gt;</description><author>Mdwf</author><pubDate>Thu, 16 May 2013 06:30:34 GMT</pubDate><guid isPermaLink="false">Closed Issue: VS2010 project setup [612] 20130516063034A</guid></item><item><title>Closed Issue: MOD files loading [737]</title><link>http://sharpmod.codeplex.com/workitem/737</link><description>I&amp;#39;ve tried a few mod files, some from the original MK Soundtracker and they are not recognized as modules.&lt;br /&gt;&amp;#160;&lt;br /&gt;What modtracker is exporting the mod format recognized by the loader&amp;#63;&lt;br /&gt;&amp;#160;&lt;br /&gt;I remember on the Amiga, the loaders were very forgiving and would not really perform any checks&amp;#59; the various soundtrackers performed very basic checks to tell a format apart from another, but this was very limited. This may have permitted non standard files to grow and spread as they just worked back then.&lt;br /&gt;&amp;#160;&lt;br /&gt;I attached sleepwalk, it is one of the very first modules ever made. It loads properly in VLC but not in SharpMod &amp;#40;not recognized as a module&amp;#41;.&lt;br /&gt;</description><author>thomasdjafari</author><pubDate>Thu, 16 May 2013 06:30:34 GMT</pubDate><guid isPermaLink="false">Closed Issue: MOD files loading [737] 20130516063034A</guid></item><item><title>New Post: Compliments!</title><link>http://sharpmod.codeplex.com/discussions/439024</link><description>&lt;div style="line-height: normal;"&gt;I must admit that I am impressed to have a post of the famous Jean-Paul behind mikmod. Your compliments affect me much and I also would like to thank you for the original version of mikmod.&lt;br /&gt;
&lt;/div&gt;</description><author>Mdwf</author><pubDate>Wed, 17 Apr 2013 14:36:02 GMT</pubDate><guid isPermaLink="false">New Post: Compliments! 20130417023602P</guid></item><item><title>New Post: Compliments!</title><link>http://sharpmod.codeplex.com/discussions/439024</link><description>&lt;div style="line-height: normal;"&gt;This is very cool. I never thought I would see this running in C#, but you did it! In case you're wondering, I was the original author of mikmod a looooooong time ago. C# happens to be my favorite language too now.&lt;br /&gt;
&lt;/div&gt;</description><author>jpmikkers</author><pubDate>Wed, 03 Apr 2013 22:16:48 GMT</pubDate><guid isPermaLink="false">New Post: Compliments! 20130403101648P</guid></item><item><title>New Post: volume</title><link>http://sharpmod.codeplex.com/discussions/406104</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi.&lt;/p&gt;
&lt;p&gt;I got a bit of a weird question..&lt;/p&gt;
&lt;p&gt;Ive tried exporting some modules to json (loading the module with sharpmod and just dumping the entire chunk as json) and fiddeling around with the mediacontext and playing them&lt;/p&gt;
&lt;p&gt;When testing with this song&amp;nbsp;http://modarchive.org/index.php?request=view_by_moduleid&amp;query=60395 on for ex the first track of pattern 1a i have volume 14 and effect 3 on the earlier notes in there. but when checking the json data the volume is missing
 on those cells.&lt;/p&gt;
&lt;p&gt;The volume is there on cells without any other effect, and then they show up as effect 0c so it feels like it gets discarded if any other effect is present on that cell.&lt;/p&gt;
&lt;p&gt;The effects seem correct though (portamento and volume) so not sure if i have done something else wrong or if the celldata is incomplete without the unitrack?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;/C&lt;/p&gt;
&lt;/div&gt;</description><author>flossy</author><pubDate>Sun, 09 Dec 2012 02:16:55 GMT</pubDate><guid isPermaLink="false">New Post: volume 20121209021655A</guid></item><item><title>New Post: Unity / Mono</title><link>http://sharpmod.codeplex.com/discussions/361177</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi !&lt;/p&gt;
&lt;p&gt;Good job to do this with Unity.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I don't know the .NET framework Level implemention of unity, but if it supports Sequential Layouts on Structs you can improve the short to float conversion.&lt;/p&gt;
&lt;p&gt;It's with a real pleasure that i'll see what you do with SharpMod if you want to send me a demo.&lt;/p&gt;&lt;/div&gt;</description><author>Mdwf</author><pubDate>Fri, 09 Nov 2012 15:40:05 GMT</pubDate><guid isPermaLink="false">New Post: Unity / Mono 20121109034005P</guid></item><item><title>New Post: Unity / Mono</title><link>http://sharpmod.codeplex.com/discussions/361177</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;For those interested, I managed to (partially) solve my problem.&lt;/p&gt;
&lt;p&gt;My short to float conversion was all borked. I believe it was trying to cast the first byte as a float, and then bitwise-OR it with the next byte, rather than packing both of them into a short first. The following method is what I'm using now and the results are much, much better.&lt;/p&gt;
&lt;p&gt;
&lt;div style="color: black; background-color: white;"&gt;
&lt;pre&gt;&lt;span style="color: blue;"&gt;private&lt;/span&gt; &lt;span style="color: blue;"&gt;float&lt;/span&gt; ShortToFloat(&lt;span style="color: blue;"&gt;byte&lt;/span&gt;[] bytes, &lt;span style="color: blue;"&gt;int&lt;/span&gt; index)
{
    &lt;span style="color: green;"&gt;// Convert unsigned short to float&lt;/span&gt;
    &lt;span style="color: blue;"&gt;float&lt;/span&gt; f = (&lt;span style="color: blue;"&gt;short&lt;/span&gt;)(bytes[index] &amp;amp; 0xff | bytes[index + 1] &amp;lt;&amp;lt; 8);
        
    f -= 32768f;
    f /= 32768f;

    f *= 0.75f;

    &lt;span style="color: blue;"&gt;return&lt;/span&gt; f;
}
&lt;/pre&gt;
&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;I'm not quite sure why, but if I don't scale the result down by 75%, the resulting values clip outside of the [-1,1] range. I suspect there's still something wrong with the calculation, but this is loads better than what I tried earlier. I now have a working tracker running in Unity, so yay!&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks so much for doing the heavylifting on this project. So far SharpMod seems really awesome and I'm excited to leverage it in this project of mine.&lt;/p&gt;&lt;/div&gt;</description><author>zaikman</author><pubDate>Fri, 09 Nov 2012 04:10:50 GMT</pubDate><guid isPermaLink="false">New Post: Unity / Mono 20121109041050A</guid></item><item><title>New Post: Unity / Mono</title><link>http://sharpmod.codeplex.com/discussions/361177</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;I'm also interested in using SharpMod in a Unity project. Unity recently added support for playing MOD/XM files natively, but the project I'm working on requires interaction with (and run-time composition of) chiptunes - SharpMod seems like a perfect fit!&lt;/p&gt;
&lt;p&gt;Unfortunately, Unity doesn't support audio engines like NAudio; instead, they expose a callback (&lt;a href="http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnAudioFilterRead.html" target="_blank"&gt;OnAudioFilterRead&lt;/a&gt;) that gets called
 every time a chunk of audio is routed through the main filter. It gets called every ~20ms, depending on the samplerate and platform.&amp;nbsp;The buffer passed in is an array of floats, consistently sized to 2048 elements; I'm also given the number of channels.
 Because it's expecting stereo audio data, I write 1024 samples, between [-1.0f, 1.0f], each time the callback fires.&lt;/p&gt;
&lt;p&gt;Because the callback runs on a separate thread, I avoid retrieving bytes from the SharpMod player during the callback. Instead, I create a ring buffer to which I maintain a read/write pointer. I write to it during the script's normal execution and read from
 it in the OnAudioFilterRead callback.&lt;/p&gt;
&lt;p&gt;What I have working at the moment sounds very, very close to what I'd expect to hear, except with a lot more noise and some unusual looking values when I graph out the waveform. I think I may be doing something incorrectly when converting the 16-bit PCM
 data to signed floats.&lt;/p&gt;
&lt;p&gt;Here is my short-to-float conversion function&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;div style="color:black; background-color:white"&gt;
&lt;pre&gt;&lt;span style="color:blue"&gt;private&lt;/span&gt; &lt;span style="color:blue"&gt;float&lt;/span&gt; ShortToFloat(&lt;span style="color:blue"&gt;byte&lt;/span&gt;[] bytes, &lt;span style="color:blue"&gt;int&lt;/span&gt; index)
{
    &lt;span style="color:green"&gt;// Convert unsigned short to float&lt;/span&gt;
    &lt;span style="color:blue"&gt;float&lt;/span&gt; f = (bytes[index]) | (bytes[index &amp;#43; 1] &amp;lt;&amp;lt; 8);
        
    f -= 32768f;
    f /= 32768f;

    &lt;span style="color:blue"&gt;return&lt;/span&gt; f;
}
&lt;/pre&gt;
&lt;/div&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;And here is how I read data from the SharpMod player and store it in my circular buffer:&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;div style="color:black; background-color:white"&gt;
&lt;pre&gt;&lt;span style="color:green"&gt;// Declared earlier:&lt;/span&gt;
&lt;span style="color:green"&gt;// byte[] tmpBuffer = new byte[4096];&lt;/span&gt;
&lt;span style="color:green"&gt;// float[] latencyBuffer = new float[LATENCY_BUFFER_SIZE];&lt;/span&gt;

&lt;span style="color:blue"&gt;int&lt;/span&gt; bytesPerSample = Player.MixCfg.Is16Bits ? 2 : 1;
&lt;span style="color:blue"&gt;int&lt;/span&gt; channels = (Player.MixCfg.Style == SharpMod.Player.RenderingStyle.Mono) ? 1 : 2;
&lt;span style="color:blue"&gt;int&lt;/span&gt; read = tmpBuffer.Length;

read = Player.GetBytes(tmpBuffer, read);

&lt;span style="color:blue"&gt;for&lt;/span&gt; (&lt;span style="color:blue"&gt;int&lt;/span&gt; i = 0; i &amp;lt; read; i &amp;#43;= bytesPerSample * channels)
{
    &lt;span style="color:blue"&gt;float&lt;/span&gt; lSample = ShortToFloat(tmpBuffer, i);
    &lt;span style="color:blue"&gt;float&lt;/span&gt; rSample = ShortToFloat(tmpBuffer, (i &amp;#43; 2));
                
    latencyBuffer[writePtr] = lSample;
    latencyBuffer[writePtr &amp;#43; 1] = rSample;

    writePtr = (writePtr &amp;#43; 2) % LATENCY_BUFFER_SIZE;
}
&lt;/pre&gt;
&lt;/div&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;And&lt;a href="http://i.imgur.com/EpPPV.png"&gt; here is what the contents of the buffer look like&lt;/a&gt;. The top and bottom grey lines mark the &amp;#43;1/-1 boundaries. The sound itself is recognizably the chiptune I'm testing, but everything is heavily amplified with&lt;/p&gt;
&lt;div style="color:black; background-color:white"&gt;
&lt;pre style="color:black"&gt; periodic pops and clicks.&lt;/pre&gt;
&lt;/div&gt;
&lt;p&gt;If I normalize the PCM data by scaling down by 65,535 instead of 32,768, I wind up with
&lt;a href="http://i.imgur.com/x05PC.png"&gt;something that looks like this&lt;/a&gt;&amp;nbsp;instead. It's much closer to what I'd expect the waveform to look like, but it's still quite wrong.&lt;/p&gt;
&lt;p&gt;I feel like I'm overlooking something very obvious, but I'm not quite sure what. If you could provide any insight, it'd be greatly appreciated.&lt;/p&gt;
&lt;p&gt;Thank you!&lt;/p&gt;
&lt;/div&gt;</description><author>zaikman</author><pubDate>Thu, 08 Nov 2012 19:28:27 GMT</pubDate><guid isPermaLink="false">New Post: Unity / Mono 20121108072827P</guid></item><item><title>New Post: Sharpmod on WP7?</title><link>http://sharpmod.codeplex.com/discussions/398730</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Thanx for such a quick abswer, I tried the WOMP, It's awesome :D Keep up the good work&lt;/p&gt;&lt;/div&gt;</description><author>dace1978</author><pubDate>Fri, 12 Oct 2012 16:21:14 GMT</pubDate><guid isPermaLink="false">New Post: Sharpmod on WP7? 20121012042114P</guid></item><item><title>New Post: Sharpmod on WP7?</title><link>http://sharpmod.codeplex.com/discussions/398730</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;SharpMod is only a library for module replay. I know that Zmurf have made a player using SharpMod for WP7 Called WOMP. You'll found it on :&amp;nbsp;&lt;a href="http://www.windowsphone.com/sv-se/store/app/womp/e22e8bda-4be1-44d4-8687-7d1d954ac71e"&gt;http://www.windowsphone.com/sv-se/store/app/womp/e22e8bda-4be1-44d4-8687-7d1d954ac71e&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</description><author>Mdwf</author><pubDate>Fri, 12 Oct 2012 14:29:04 GMT</pubDate><guid isPermaLink="false">New Post: Sharpmod on WP7? 20121012022904P</guid></item><item><title>New Post: Sharpmod on WP7?</title><link>http://sharpmod.codeplex.com/discussions/398730</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi, I'm a big fan of tracker/module music and I was wondering how can I play modules on my WP7 (Omnia 7 phone). How do I do that, any suggestions, cos I'm really eager to try your program on my phone. Thanx in advance&lt;/p&gt;
&lt;/div&gt;</description><author>dace1978</author><pubDate>Tue, 09 Oct 2012 21:15:33 GMT</pubDate><guid isPermaLink="false">New Post: Sharpmod on WP7? 20121009091533P</guid></item><item><title>Source code checked in, #17477</title><link>http://sharpmod.codeplex.com/SourceControl/changeset/changes/17477</link><description>Upgrade&amp;#58; New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link&amp;#58; http&amp;#58;&amp;#47;&amp;#47;go.microsoft.com&amp;#47;fwlink&amp;#47;&amp;#63;LinkId&amp;#61;254563</description><author>Project Collection Service Accounts</author><pubDate>Mon, 01 Oct 2012 20:26:53 GMT</pubDate><guid isPermaLink="false">Source code checked in, #17477 20121001082653P</guid></item><item><title>Source code checked in, #17476</title><link>http://sharpmod.codeplex.com/SourceControl/changeset/changes/17476</link><description>Checked in by server upgrade</description><author>Project Collection Service Accounts</author><pubDate>Mon, 01 Oct 2012 20:25:50 GMT</pubDate><guid isPermaLink="false">Source code checked in, #17476 20121001082550P</guid></item><item><title>Updated Wiki: Home</title><link>http://sharpmod.codeplex.com/wikipage?version=19</link><description>&lt;div class="wikidoc"&gt;
&lt;p&gt;&lt;strong&gt;Project Description&lt;/strong&gt;&lt;br&gt;
A Soundtracker Module music player in C# (100% Managed, without interops), At the beginning, a simple port in C# of the famous Mikmod Library. Today, it have some improvements. Three versions are avaible : NAudio Output, Silverlight and XNA (Windows Phone 7,
 Windows and Xbox360).The code is shared by links between projects from a trunk &amp;quot;Core&amp;quot; Project. Audio renderers are saved in each project files (Windows, Silverlight and XNA)&lt;br&gt;
&lt;br&gt;
SilverLight Screenshot :&lt;br&gt;
&lt;img src="http://download.codeplex.com/download?ProjectName=sharpmod&amp;DownloadId=242851" alt=""&gt;&lt;br&gt;
&lt;br&gt;
Winforms Screenshot :&lt;br&gt;
&lt;img src="http://download.codeplex.com/download?ProjectName=sharpmod&amp;DownloadId=242854" alt=""&gt;&lt;br&gt;
&lt;br&gt;
Command line, with track view and position&lt;br&gt;
&lt;img src="http://download.codeplex.com/download?ProjectName=sharpmod&amp;DownloadId=242856" alt=""&gt;&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;Project's Goal&lt;/strong&gt;&lt;br&gt;
&lt;br&gt;
This library allow you to add soundtracker music replay to your .NET applications. It's designed for framework 3.5 and 4.0.&lt;br&gt;
Actually, Protracker, FastTracker ans ScreamTracker formats are implemented.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
5 Lines of code to do this :&lt;/p&gt;
&lt;pre&gt;SongModule myMod = ModuleLoader.Instance.LoadModule(&amp;quot;SongModule.Mod|S3M|XM&amp;quot;);
ModulePlayer player= new ModulePlayer(myMod);

// Silverlight Driver
SharpMod.SoundRenderer.SilverlightDriver drv = new SharpMod.SoundRenderer.SilverlightDriver(MyMediaElement);
// Or NAudio Driver
SharpMod.SoundRenderer.NAudioWaveChannelDriver drv = new SharpMod.SoundRenderer.NAudioWaveChannelDriver(NAudioWaveChannelDriver.Output.WaveOut);
// Or XNA Driver
SharpMod.SoundRenderer.XnaSoundRenderer drv = new XnaSoundRenderer(new DynamicSoundEffectInstance(48000, AudioChannels.Stereo));

player.RegisterRenderer(drv);
player.Start();

&lt;/pre&gt;
&lt;p&gt;&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;Where can I found a Song Module ???&lt;/strong&gt;&lt;br&gt;
&lt;br&gt;
On you're Amiga old floppies or.... &lt;br&gt;
&lt;br&gt;
The Mod Archive &lt;a href="http://www.modarchive.org"&gt;http://www.modarchive.org&lt;/a&gt;&lt;br&gt;
Amiga Music Preservation : &lt;a href="http://amp.dascene.net/home.php"&gt;http://amp.dascene.net/home.php&lt;/a&gt;&lt;br&gt;
and many other ways :o)&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;Performance&lt;/strong&gt;&lt;br&gt;
-The replay routine take between 1% and 18% Cpu depending of module played on my PM1.5Ghz centrino laptop.&lt;br&gt;
-Better on my E6300 1.8Ghz desktop.&lt;br&gt;
-Seems to have minor problems on my wife's N270 1.6 netbook (have to test again). Have tested, it's the FFT and visualizers who are too expensive.&lt;br&gt;
-Seems to play fine with the WP7 Emulator. I Need some help to test on real WP7 Hardware.&lt;br&gt;
-Take a maximum of 5% on my new I5-2537 Alienware M11X on complex Module (32 chans with lots of effects and big samples)&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;Known issues&lt;/strong&gt;&lt;br&gt;
The Naudio version will hang up on 64 bits systems (error while loading the NAudio assembly). I'll try to fix it with a modified version of NAudio.&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;29/05/2011.. first XNA's renderer work&lt;/strong&gt;&lt;br&gt;
- Thx to the DynamicSoundEffectInstance class... the first attempt to play Mod on WP7 is successful&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;23/07/2011 All Xna Platforms are are ok&lt;/strong&gt;&lt;br&gt;
-See the source code, release will be coming soon.&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;07/11/2011 Welcome to a new developer&lt;/strong&gt;&lt;br&gt;
- Since the november 4th, Waldog78 will contribute to the project with me.I Hope that we can deliver a new release as soon as possible, including the full XNA binaries and samples for all platfroms and major fixes of the issues.&lt;br&gt;
- The VS2008 solutions will be obsolete, all code will be maintened under VS2010. The target Platforms are .NET 3.5, Silverlight 4 and XNA 4.0&lt;br&gt;
&lt;br&gt;
The XNA sound renderer is present in the svn source code. Not yet avaiable as stable release.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;14/09/2012 SharpMod is still alive&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;- A Major release will be coming soon, stay tuned&lt;/p&gt;
&lt;p&gt;- Enjoy the new SharpMod Logo :)&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;strong&gt;Donate&lt;/strong&gt;&lt;br&gt;
SharpMod is a free open source project that is developed in personal time. You can show your appreciation for SharpMod and support future development by donating.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;hosted_button_id=APFCPURA7DPJ8"&gt;&lt;img src="http://download.codeplex.com/Download?ProjectName=sharpmod&amp;DownloadId=303136" alt=""&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;Future&lt;/strong&gt;&lt;br&gt;
- try to solve bugs&lt;br&gt;
- make a Mono sound renderer (Have some ideas with PortAudio)&lt;br&gt;
- Test and adapt for Moonlight&lt;br&gt;
&lt;br&gt;
Have fun !&lt;/p&gt;
&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Mdwf</author><pubDate>Fri, 14 Sep 2012 11:32:39 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120914113239A</guid></item><item><title>New Post: Unity / Mono</title><link>http://sharpmod.codeplex.com/discussions/361177</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I've not the time to make a Mono version for the moment. So, if you would use the Core of sharpmod, you need to have a Sound buffer access that can read by thread the SharpMod Output. If you take a tour of the differents sound renderer you'll see that any methods used read the player GetBytes() method. &amp;nbsp;&lt;/p&gt;
&lt;p&gt;So, if Unity have a buffered sound system that can accept a byte array, it's possible to make it working :)&lt;/p&gt;
&lt;p&gt;I use some .NET 3.5 features in the core, so, there are easy to found and replace with old .Net 2.0 code.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;In Conclusion, I'm agree with you for the tracker's modules, it's still a good format to provide high quality music with a minimum of file size. It's with this thing in mind that I was motived to make SharpMod :)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>Mdwf</author><pubDate>Mon, 02 Jul 2012 15:35:17 GMT</pubDate><guid isPermaLink="false">New Post: Unity / Mono 20120702033517P</guid></item><item><title>New Post: Unity / Mono</title><link>http://sharpmod.codeplex.com/discussions/361177</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi&lt;/p&gt;
&lt;p&gt;I'm very interested in exploring the possibility of getting a working tracker playing module working from within Unity. I'm an old games coder so I could look through the source, but I'd like to ask some advice about how one might best approach this, specifically
 with regards to the mono sound renderer I saw mentioned on the SharpMod wishlist. It would have to compile as C# Unity script, which uses a modified version of Mono based on the .NET 2.0 Framework.&lt;/p&gt;
&lt;p&gt;Not only do I like tracker music and believe it would be great to hear more of it in games, I'm always looking for ways to make the smallest download size possible, and you can't get music much smaller than proper chiptunes. Not only that but a working tracker
 playing module with a good API could allow the implementation of some creative music-based game designs.&lt;/p&gt;
&lt;p&gt;Cheers&lt;/p&gt;
&lt;/div&gt;</description><author>knanshon</author><pubDate>Wed, 27 Jun 2012 19:45:04 GMT</pubDate><guid isPermaLink="false">New Post: Unity / Mono 20120627074504P</guid></item></channel></rss>