digitalmars.D - GuitarHero/RockBand fans... side project anyone?
- Manu (28/28) Dec 12 2013 So, I'm a massive fan of music games. I'll shamefully admit that I was
- Rikki Cattermole (6/55) Dec 12 2013 I would be happy to help with the gui side of thing just to get
- Manu (7/52) Dec 12 2013 It would be a good test for any UI framework. Hooking it up to
- Rikki Cattermole (8/92) Dec 12 2013 Currently its all hard coded. At some point I want to build a
- Chris (5/68) Dec 13 2013 DOOGLE (kind of a pun in Ireland):
- Rikki Cattermole (3/6) Dec 13 2013 I had no idea when I named it that. Since it was based originally
- Meta (14/45) Dec 12 2013 You're 6 years behind the curve =). My brother got Guitar hero 2
- Manu (42/77) Dec 12 2013 I wouldn't say I'm 6 years behind... I just haven't gotten over it yet. ...
- Arjan (5/13) Dec 12 2013 I'm pretty sure it has been written in python (to prove one could
- Francesco Cattoglio (2/4) Dec 12 2013 In terms of resource hog? Sure thing! :D
- Manu (7/21) Dec 12 2013 Oh yeah, you're probably right. I just remembered that it wasn't written...
- Arjan (6/39) Dec 12 2013 I have no idea what is required for a game like that, but I've
- Bruno Medeiros (6/9) Feb 10 2014 You worked on StepMania? Nice! I used that program (game?) a lot when
- Mike Parker (5/16) Dec 12 2013 I've never played any of those guitar games, but I do play guitar. And
- Manu (14/34) Dec 12 2013 Yeah, it's a problem for me too. That's the main reason I post for inter...
- Mike Parker (5/6) Dec 12 2013 I've been making dinky little 2D games for years. So I've got what's
- John Colvin (7/11) Dec 12 2013 Well apart from dynamic control* and any real sense of
- Manu (13/24) Dec 12 2013 Sure. But you can still work on those things while playing the game, tho...
- Marco Leise (13/26) Dec 13 2013 Hey, I keep drumming on everything I find. Tables, stools and
- Jacob Carlborg (5/14) Dec 13 2013 I've been drumming so much on my desk that the finish (or what it's
- Andrei Alexandrescu (3/15) Dec 13 2013 I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2s
- Szymon Gatner (3/24) Dec 13 2013 Holy Cow! Speechless...
- Meta (3/6) Dec 13 2013 Ha, not bad. How long ago was this?
- Andrei Alexandrescu (3/8) Dec 13 2013 2009.
- Light Keeper (4/8) Dec 13 2013 "Uploaded on May 19, 2008"
- Marco Leise (17/36) Dec 13 2013 *Seriously*? That's really you. What a strange beat. The
- Jacob Carlborg (6/11) Dec 14 2013 Haha, far from. If that were the case I would probably be done by now
- Manu (3/21) Dec 13 2013 Haha awesome. I have to say, I really didn't see that coming! :)
- Joseph Rushton Wakeling (2/18) Dec 14 2013 How many drummers is the DConf band going to have? :-D
- Iain Buclaw (7/30) Dec 14 2013 Well we need at least two if we want to do a King Crimson cover. ;)
- Jacob Carlborg (4/5) Dec 14 2013 It's always fun with more than one drum kit on the stage.
- Iain Buclaw (4/33) Dec 14 2013 And as well as a drum kit, we could have people on specific percussive
- Jacob Carlborg (7/9) Dec 14 2013 I always liked the guy playing percussion in the back of many concerts
- Joseph Rushton Wakeling (2/9) Dec 14 2013 Ray Cooper. Who has played with just about everybody, on everything ......
- Jacob Carlborg (4/6) Dec 14 2013 Yeah, I looked him up at Wikipedia.
- Jacob Carlborg (4/5) Dec 14 2013 Hehe, nice. Although I can basically only hear the drums.
- Andrei Alexandrescu (5/8) Dec 14 2013 Yah, it's on my wife's cell phone... it was an adaptation of Jimi
- Bruno Medeiros (2/19) Feb 10 2014 Daaaammn! Seriously impressed, awesome stuff! :)
- Francesco Cattoglio (15/23) Dec 12 2013 I absolutely agree, small teams keep you motivated and discussing
- Manu (29/48) Dec 12 2013 It looks like Beatmania meets Geometry Wars meets... something that I ca...
- Jacob Carlborg (7/28) Dec 12 2013 I wouldn't agree with that, at least not for Guitar Hero. I had issues
- Manu (12/44) Dec 12 2013 Sounds like your system was calibrated poorly, or there is latency in yo...
- Jacob Carlborg (5/15) Dec 12 2013 Most likely a calibration issue. I don't own Guitar Hero myself so I've
- John Colvin (5/21) Dec 12 2013 As a lifelong musician this annoyed the hell out of me. The whole
- Manu (8/27) Dec 12 2013 It is quite sad how few people seem to know how, or make the effort to
- John Colvin (2/48) Dec 12 2013 You just described my life :p
- Manu (2/40) Dec 12 2013 Hey, I hear you man! ;)
- Joseph Rushton Wakeling (17/18) Dec 12 2013 Not defending Guitar Hero here, but sometimes it is necessary to follow ...
- John Colvin (11/14) Dec 12 2013 It's a big deal when recording. Low latency drivers for lower-end
- Iain Buclaw (17/36) Dec 12 2013 You know, I've never had that... but then again I haven't had the
- Joseph Rushton Wakeling (9/24) Dec 12 2013 Well, it's not _just_ about the speed of sound, there are also things li...
- John Colvin (9/47) Dec 12 2013 Delay between people isn't really the problem, it's delay in
- Joseph Rushton Wakeling (9/11) Dec 12 2013 Think people listening to people they hear with delay for their musical ...
- John Colvin (13/27) Dec 13 2013 I don't doubt it's a problem, but at least in the orchestra or
- Manu (11/40) Dec 13 2013 I've experienced the same slowing effect I mentioned before in this cont...
- Jerry (7/17) Dec 17 2013 One of the worst examples of this I've heard of was pipe organs in a
- Mike James (5/30) Dec 18 2013 Yeh - I had a friend who restored and played theatre organs. He said you...
- H. S. Teoh (8/23) Dec 12 2013 Ahh, so *that's* why they do that!! I've always been wondering why the
- Joseph Rushton Wakeling (4/7) Dec 12 2013 There's quite a nice blog post describing some of the reasons behind thi...
- Manu (18/59) Dec 12 2013 Latency between recording musicians has a strange effect of gradually
- John Colvin (5/94) Dec 13 2013 Interesting. This isn't a phenomena that I've experienced to be
- Manu (16/85) Dec 13 2013 Haha, that's true. Naturally, I've observed that too, but that just happ...
- David Nadlinger (15/41) Dec 13 2013 Yep, I'd be quite surprised if a professional musician (at least
- H. S. Teoh (20/29) Dec 12 2013 Interesting! Makes total sense, though. You're dealing with 100+ human
- Iain Buclaw (8/64) Dec 13 2013 You could argue that it makes the musicians *real*. :)
- Manu (25/44) Dec 12 2013 Hey that's a really interesting thought actually. I never considered tha...
- =?UTF-8?B?UsOpbXkgTW91w6t6YQ==?= (6/35) Dec 12 2013 If, when writting "mini and communication processing", you meant MIDI
- Manu (4/46) Dec 12 2013 I did. Very handy!
- Danni Coy (6/54) Dec 12 2013 Have you looked at Rocksmith? If I were going to spend a lot time
- Manu (21/81) Dec 12 2013 I have, and I definitely want to work that in... but game-ify it a bit m...
- Peter Alexander (9/12) Dec 12 2013 I'm... interested. That's about all I can commit to at the moment
- Szymon Gatner (9/58) Dec 13 2013 Hi, I am experienced C++ programmer, recently switched to indie
- Rikki Cattermole (7/15) Dec 13 2013 From the sounds of it, it'll be a community project so no
- Szymon Gatner (6/23) Dec 13 2013 Thing is, I feel nowhere near qualified to work on a compiler.
- Manu (6/30) Dec 13 2013 Really? Everything I've ever written on iOS was in full C++, with just o...
- Szymon Gatner (7/55) Dec 13 2013 That is exactly what I do too, all C++ + some .mm files. I rather
- Manu (5/53) Dec 13 2013 Indeed, but I would just never try and debug the iOS build :)
- Szymon Gatner (5/83) Dec 13 2013 LOL so I am not the only one he does iOS programming more on
- Joseph Rushton Wakeling (2/5) Dec 13 2013 How many of them had installed Linux in place of Mac OS? ;-)
- Manu (13/88) Dec 13 2013 Fuck, I'm yet to meet a programmer who does iOS programming on a Mac...
- Joseph Rushton Wakeling (2/6) Dec 13 2013 Do you mind if I frame this and put it on my wall? :-)
- Manu (11/20) Dec 13 2013 Haha, go for it!
- Dicebot (4/13) Dec 13 2013 I hope so much for Valve success here, despite all the DRM crap
- Manu (3/12) Dec 13 2013 Me too. I think Steam is the most exciting platform to emerge in many
- Jacob Carlborg (8/13) Dec 13 2013 Unfortunately most games suck on Mac OS X. I don't know if they're just
- Szymon Gatner (4/18) Dec 13 2013 Notable is Witcher 2 which you can get for Mac for free if you
- Manu (5/17) Dec 13 2013 I've done mac ports before. In terms of scheduling though, it always get...
- Jacob Carlborg (17/21) Dec 14 2013 Yeah, I guess that's one of the biggest problems, it's always ports. Mac...
- Marco Leise (29/34) Dec 14 2013 =20
- Jacob Carlborg (5/11) Dec 14 2013 Yeah, I've heard of that. Unfortunately that's Linux and not Mac OS X.
- Jacob Carlborg (7/12) Dec 13 2013 No need for an Objective-C file. The Objective-C methods can be accessed...
- Manu (2/13) Dec 13 2013 Maybe one day we'll get extern(Obj-C), that'll be an exciting day :)
- Jacob Carlborg (4/5) Dec 13 2013 I couldn't agree more :)
- Manu (6/23) Dec 13 2013 One step at a time :)
- Szymon Gatner (7/44) Dec 13 2013 As a indie I can tell you that Android is ridiculously hard (or
- Manu (3/41) Dec 13 2013 It's true. But this project isn't intended to make money, so at least if...
- Manu (26/75) Dec 13 2013 Awesome.
- deadalnix (3/52) Dec 13 2013 Have you considered Step mania and Fret on fire ? (Huge fan of
- Manu (7/50) Dec 14 2013 Yeah, both have come up earlier in this thread.
So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.
Dec 12 2013
On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.I would be happy to help with the gui side of thing just to get DOOGLE more inline with what is required from it. Assuming DOOGLE is ok for it. It is designed to work on top of games so it is perfect for this type of thing I'm just worried of its state and being ready.
Dec 12 2013
On 12 December 2013 21:14, Rikki Cattermole <alphaglosined gmail.com> wrote:On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:It would be a good test for any UI framework. Hooking it up to project-specific input api, and producing project specific outputs (in the way of rendering backend). The biggest challenge for any UI system though, is tooling. You can't be expected to lay out rich and natural UI's by typing magic numbers in text files... are there's open-source tools you use for construction and layout?So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.I would be happy to help with the gui side of thing just to get DOOGLE more inline with what is required from it. Assuming DOOGLE is ok for it. It is designed to work on top of games so it is perfect for this type of thing I'm just worried of its state and being ready.
Dec 12 2013
On Thursday, 12 December 2013 at 12:17:22 UTC, Manu wrote:On 12 December 2013 21:14, Rikki Cattermole <alphaglosined gmail.com> wrote:Currently its all hard coded. At some point I want to build a WYSIWYG editor for it. However there is a lot of infrastructure that would go into that unfortunately so not really short term goal. Its unfortunately really does need I need to do x for reason y please provide it type of thing. You can only do so much theoretical planning of the library without getting bored.On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:It would be a good test for any UI framework. Hooking it up to project-specific input api, and producing project specific outputs (in the way of rendering backend). The biggest challenge for any UI system though, is tooling. You can't be expected to lay out rich and natural UI's by typing magic numbers in text files... are there's open-source tools you use for construction and layout?So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.I would be happy to help with the gui side of thing just to get DOOGLE more inline with what is required from it. Assuming DOOGLE is ok for it. It is designed to work on top of games so it is perfect for this type of thing I'm just worried of its state and being ready.
Dec 12 2013
On Thursday, 12 December 2013 at 11:14:05 UTC, Rikki Cattermole wrote:On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:DOOGLE (kind of a pun in Ireland): http://en.wikipedia.org/wiki/List_of_Father_Ted_characters#Father_Dougal_McGuire Check it out on youtube ("Father Ted").So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.I would be happy to help with the gui side of thing just to get DOOGLE more inline with what is required from it. Assuming DOOGLE is ok for it. It is designed to work on top of games so it is perfect for this type of thing I'm just worried of its state and being ready.
Dec 13 2013
On Friday, 13 December 2013 at 12:30:36 UTC, Chris wrote:DOOGLE (kind of a pun in Ireland): http://en.wikipedia.org/wiki/List_of_Father_Ted_characters#Father_Dougal_McGuire Check it out on youtube ("Father Ted").I had no idea when I named it that. Since it was based originally from OOGL (c++ lib). Although different spelling.
Dec 13 2013
On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band.You're 6 years behind the curve =). My brother got Guitar hero 2 for Christmas one year and I was instantly hooked. Guitar Hero 3 still remains my most played game besides maybe Civilization IV.The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like.Did they ever... It's really Activision's fault for running Guitar Hero into the ground. I remember them releasing a statement around 2009 saying that they planned to release 6 new Guitar Hero games within that year alone. It was then that I knew it was over.I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation.Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/Frets_on_Fire I remember trying this out several years ago, though it didn't really have that smoothe Guitar Hero feel.I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team.I wish I had the time.
Dec 12 2013
On 12 December 2013 21:37, Meta <jared771 gmail.com> wrote:On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:I wouldn't say I'm 6 years behind... I just haven't gotten over it yet. I'm like that. I still break out my Amiga from time to time when I feel nostalgic (I was stuck on that wagon waaaaay too long aswell). I was on to Guitar Hero from day one. I imported it from the US shortly after launch, so I had it 6 months before everyone else in Australia (we always get stuff a year late!). During GH1, 2, 3 (world tour), there was a big custom-song community, with loads of torrents of the bootleg PS2 game, re-fitted with custom songs floating around on the internets. I was involved in the birth of the GH custom song movement, initially reverse engineering the PS2 song formats so I could import the songs off the PS2 disc's into my custom engine (I wanted to play on other platforms initially). Others got involved, people started working on tools. My GH engine transformed into an editor which was the go-to tool for creating custom guitar hero songs, and I even heard word that some preferred it to the in-house tools at Harmonix and Neversoft, apparently they had staff who preferred to use my editor at work ;) I met with some of the guys at GDC and asked them where my credit was at the end of the game... and maybe a cheque would be nice (that game was worth billions!). They become uncomfortable ;) The problem is though, that Neversoft and Harmonix completely fucked up theSo, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band.You're 6 years behind the curve =). My brother got Guitar hero 2 for Christmas one year and I was instantly hooked. Guitar Hero 3 still remains my most played game besides maybe Civilization IV.Indeed. So the first goal of my resurrected project, is to collate the entire back-catalog into one unified experience. I was involved in a similar project called StepMania back when, which solved the same problem with Dance Dance Revolution. Guitar Hero/Rock Band needs the same treatment. It also needs a proper editor and a webstore allowing any indy musicians to create songs and sell them for a dollar each. Nothing gets you into a bands songs more than physically playing them over and over again with friends. I've been meaning to kick off a guitar hero clone since GH2 came out. IGH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like.Did they ever... It's really Activision's fault for running Guitar Hero into the ground. I remember them releasing a statement around 2009 saying that they planned to release 6 new Guitar Hero games within that year alone. It was then that I knew it was over.Yes, it's fucking terrible. It's also written in Java, which might partly explain the first bit... Fortunately, I'm a professional, and I'm certain I can accurately reproduce the feel of the proper games. My editor already does. It just needs to be fleshed out with lots of presentation work. I also expect it to run on my consoles. Obviously console ports are important! :) I'm very keen to resurrect the project (well, start a new one, with cleanstarted one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation.Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/ Frets_on_Fire I remember trying this out several years ago, though it didn't really have that smoothe Guitar Hero feel.I don't really have time either, but some things just have to be done! :)code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team.I wish I had the time.
Dec 12 2013
I'm pretty sure it has been written in python (to prove one could write games using python), also there is FoFix a (better?) clone also python. My kids do play FoFix from time to time. But nothing beats minecraft.Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/ Frets_on_Fire I remember trying this out several years ago, though it didn't really have that smoothe Guitar Hero feel.Yes, it's fucking terrible. It's also written in Java, which might partly explain the first bit...
Dec 12 2013
On Thursday, 12 December 2013 at 14:38:54 UTC, Arjan wrote:My kids do play FoFix from time to time. But nothing beats minecraft.In terms of resource hog? Sure thing! :D
Dec 12 2013
On 13 December 2013 00:38, Arjan <arjan ask.me.to> wrote:Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/Oh yeah, you're probably right. I just remembered that it wasn't written in a real language ;) It doesn't feel very tight, and the synchronisation window is super wide. I suspect this is because the libraries they use aren't really meant for low-latency real-time use, and they have no access to the hardware/drivers directly, so they have to allow for a huge margin of error.I'm pretty sure it has been written in python (to prove one could write games using python), also there is FoFix a (better?) clone also python. My kids do play FoFix from time to time. But nothing beats minecraft.Frets_on_Fire I remember trying this out several years ago, though it didn't really have that smoothe Guitar Hero feel.Yes, it's fucking terrible. It's also written in Java, which might partly explain the first bit...
Dec 12 2013
On Thursday, 12 December 2013 at 14:52:10 UTC, Manu wrote:On 13 December 2013 00:38, Arjan <arjan ask.me.to> wrote:I have no idea what is required for a game like that, but I've been on a project where python is used in machine control (wafer handling) at control frequencies / sampling rates up to 100Hz. Although 100Hz was not achieved easily. Indeed no direct access to hw/drivers from python it usually goes through c-wrappers.Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/Oh yeah, you're probably right. I just remembered that it wasn't written in a real language ;) It doesn't feel very tight, and the synchronisation window is super wide. I suspect this is because the libraries they use aren't really meant for low-latency real-time use, and they have no access to the hardware/drivers directly, so they have to allow for a huge margin of error.I'm pretty sure it has been written in python (to prove one could write games using python), also there is FoFix a (better?) clone also python. My kids do play FoFix from time to time. But nothing beats minecraft.Frets_on_Fire I remember trying this out several years ago, though it didn't really have that smoothe Guitar Hero feel.Yes, it's fucking terrible. It's also written in Java, which might partly explain the first bit...
Dec 12 2013
On 12/12/2013 12:40, Manu wrote:I was involved in a similar project called StepMania back when, which solved the same problem with Dance Dance Revolution. Guitar Hero/Rock Band needs the same treatment.You worked on StepMania? Nice! I used that program (game?) a lot when playing DDR, back in the time where I was living in a place with a DDR mat. It's even more fun when you can get songs and tracks you like in DDR, which you cant with arcade machines, one is stuck with their selection..
Feb 10 2014
On 12/12/2013 7:43 PM, Manu wrote:Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.I've never played any of those guitar games, but I do play guitar. And this project sounds intriguing. Time management is always a problem for me, but I could be motivated to put a few hours a week into something like this in the New Year.
Dec 12 2013
On 12 December 2013 22:35, Mike Parker <aldacron gmail.com> wrote:On 12/12/2013 7:43 PM, Manu wrote:Yeah, it's a problem for me too. That's the main reason I post for interest from others. If there's team involvement, I feel a greater sense of enthusiasm and responsibility, and it becomes a lot harder to ignore :) What's your key skillset? Mmm, I'm a guitar player too, and have decent rhythm, but never really played drums. Guitar Hero/Rock Band alone took me from not being able to play drums, to being able to physically play drums reasonably well. I knew I reached a milestone when I was playing Neil Peart songs without trouble! :P Actually, these games are much better for drums than guitar, since the drums on hardest difficulty is an accurate representation of the recording artist's skills, whereas the little plastic guitars are only good for hand-eye coordination and rhythmic skill.Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.I've never played any of those guitar games, but I do play guitar. And this project sounds intriguing. Time management is always a problem for me, but I could be motivated to put a few hours a week into something like this in the New Year.
Dec 12 2013
On 12/12/2013 9:50 PM, Manu wrote:What's your key skillset?I've been making dinky little 2D games for years. So I've got what's required for that much down pretty well (simple AI, networking, 2D graphics, basic audio). I've also dabbled with 3D, I've never done anything complex there beyond simple terrain rendering, though.
Dec 12 2013
On Thursday, 12 December 2013 at 12:57:42 UTC, Manu wrote:the drums on hardest difficulty is an accurate representation of the recording artist's skills.Well apart from dynamic control* and any real sense of groove/feel. There a lot more to being a drummer than just hitting the drums like a metronome with arms. Nevertheless, it's a lot more representative than the guitars and it does teach some of the necessary skills. *or did that get included later in the franchise?
Dec 12 2013
On 13 December 2013 00:19, John Colvin <john.loughran.colvin gmail.com>wrote:On Thursday, 12 December 2013 at 12:57:42 UTC, Manu wrote:Sure. But you can still work on those things while playing the game, those aspects of your performance just won't be accurately recorded or scored. My drums (from 'band hero', typically considered the best ones they ever made) do report impact sensitivity, although it's not used by the game for some reason. For me, I never played drums, and there's a lot of motor skills required to tightly synchronise all those limbs that are perfectly applicable skills I developed while playing those games. I was so sloppy synchronising hands and feet at first, and my left hand was kinda gump, would never keep up with my right hand in rolls, and when i tried to synchronise fast double kicks with hand rolls... keeping all those motions tight is stuff I wouldn't have if I didn't play those games.the drums on hardest difficulty is an accurate representation of the recording artist's skills.Well apart from dynamic control* and any real sense of groove/feel. There a lot more to being a drummer than just hitting the drums like a metronome with arms. Nevertheless, it's a lot more representative than the guitars and it does teach some of the necessary skills. *or did that get included later in the franchise?
Dec 12 2013
Am Fri, 13 Dec 2013 00:48:38 +1000 schrieb Manu <turkeyman gmail.com>:Sure. But you can still work on those things while playing the game, those aspects of your performance just won't be accurately recorded or scored. My drums (from 'band hero', typically considered the best ones they ever made) do report impact sensitivity, although it's not used by the game for some reason. For me, I never played drums, and there's a lot of motor skills required to tightly synchronise all those limbs that are perfectly applicable skills I developed while playing those games. I was so sloppy synchronising hands and feet at first, and my left hand was kinda gump, would never keep up with my right hand in rolls, and when i tried to synchronise fast double kicks with hand rolls... keeping all those motions tight is stuff I wouldn't have if I didn't play those games.Hey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum. -- Marco
Dec 13 2013
On 2013-12-13 21:03, Marco Leise wrote:Hey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done. -- /Jacob Carlborg
Dec 13 2013
On 12/13/13 12:17 PM, Jacob Carlborg wrote:On 2013-12-13 21:03, Marco Leise wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2s AndreiHey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Dec 13 2013
On Friday, 13 December 2013 at 21:44:00 UTC, Andrei Alexandrescu wrote:On 12/13/13 12:17 PM, Jacob Carlborg wrote:Holy Cow! Speechless...On 2013-12-13 21:03, Marco Leise wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2s AndreiHey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Dec 13 2013
On Friday, 13 December 2013 at 21:44:00 UTC, Andrei Alexandrescu wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2s AndreiHa, not bad. How long ago was this?
Dec 13 2013
On 12/13/13 3:06 PM, Meta wrote:On Friday, 13 December 2013 at 21:44:00 UTC, Andrei Alexandrescu wrote:2009. AndreiI'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2s AndreiHa, not bad. How long ago was this?
Dec 13 2013
On Friday, 13 December 2013 at 23:38:57 UTC, Andrei Alexandrescu wrote:On 12/13/13 3:06 PM, Meta wrote:"Uploaded on May 19, 2008" They are among us...Ha, not bad. How long ago was this?2009. Andrei
Dec 13 2013
Am Fri, 13 Dec 2013 13:44:01 -0800 schrieb Andrei Alexandrescu <SeeWebsiteForEmail erdani.org>:On 12/13/13 12:17 PM, Jacob Carlborg wrote:*Seriously*? That's really you. What a strange beat. The vocals were way to quiet/shy. Other than that great performance. :D You know, it is very surprising to see people you know from "D" do things not related to programming, including writing books about it or teaching it. I guess that's why many forums have an off topic section where people can introduce themselves or just talk about drumming or UFOs. Take Jacob Carlborg for example. I thought he is a dead serious guy who writes a serialization library and would not be drumming on his desk till the paint is gone, because he's just too serious to be moved by music. Keep telling stories guys! -- MarcoOn 2013-12-13 21:03, Marco Leise wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2s AndreiHey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Dec 13 2013
On 2013-12-14 01:37, Marco Leise wrote:Take Jacob Carlborg for example. I thought he is a dead serious guy who writes a serialization library and would not be drumming on his desk till the paint is gone, because he's just too serious to be moved by music. Keep telling stories guys!Haha, far from. If that were the case I would probably be done by now :). I'm listening to music all the time. Unfortunately they don't like that at work, neither the drumming on the desk :( -- /Jacob Carlborg
Dec 14 2013
On 14 December 2013 07:44, Andrei Alexandrescu < SeeWebsiteForEmail erdani.org> wrote:On 12/13/13 12:17 PM, Jacob Carlborg wrote:Haha awesome. I have to say, I really didn't see that coming! :)On 2013-12-13 21:03, Marco Leise wrote: Hey, I keep drumming on everything I find. Tables, stools andI'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2sespecially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Dec 13 2013
On 13/12/13 22:44, Andrei Alexandrescu wrote:On 12/13/13 12:17 PM, Jacob Carlborg wrote:How many drummers is the DConf band going to have? :-DOn 2013-12-13 21:03, Marco Leise wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2sHey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Dec 14 2013
On Dec 14, 2013 8:15 AM, "Joseph Rushton Wakeling" < joseph.wakeling webdrake.net> wrote:On 13/12/13 22:44, Andrei Alexandrescu wrote:Well we need at least two if we want to do a King Crimson cover. ;) Regards -- Iain Buclaw *(p < e ? p++ : p) = (c & 0x0f) + '0';On 12/13/13 12:17 PM, Jacob Carlborg wrote:How many drummers is the DConf band going to have? :-DOn 2013-12-13 21:03, Marco Leise wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2sHey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Dec 14 2013
On 2013-12-14 11:26, Iain Buclaw wrote:Well we need at least two if we want to do a King Crimson cover. ;)It's always fun with more than one drum kit on the stage. -- /Jacob Carlborg
Dec 14 2013
On Dec 14, 2013 10:26 AM, "Iain Buclaw" <ibuclaw gdcproject.org> wrote:On Dec 14, 2013 8:15 AM, "Joseph Rushton Wakeling" <joseph.wakeling webdrake.net> wrote:And as well as a drum kit, we could have people on specific percussive instruments - djembe, anyone? :)On 13/12/13 22:44, Andrei Alexandrescu wrote:Well we need at least two if we want to do a King Crimson cover. ;)On 12/13/13 12:17 PM, Jacob Carlborg wrote:How many drummers is the DConf band going to have? :-DOn 2013-12-13 21:03, Marco Leise wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2sHey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Dec 14 2013
On 2013-12-14 11:28, Iain Buclaw wrote:And as well as a drum kit, we could have people on specific percussive instruments - djembe, anyone? :)I always liked the guy playing percussion in the back of many concerts with Eric Clapton. http://www.youtube.com/watch?v=ICpxgxThG7s - 2:50, 5:44 http://www.youtube.com/watch?v=2O6R-ZOuMjY - 5:32 -- /Jacob Carlborg
Dec 14 2013
On 14/12/13 14:23, Jacob Carlborg wrote:On 2013-12-14 11:28, Iain Buclaw wrote:Ray Cooper. Who has played with just about everybody, on everything ... :-)And as well as a drum kit, we could have people on specific percussive instruments - djembe, anyone? :)I always liked the guy playing percussion in the back of many concerts with Eric Clapton. http://www.youtube.com/watch?v=ICpxgxThG7s - 2:50, 5:44 http://www.youtube.com/watch?v=2O6R-ZOuMjY - 5:32
Dec 14 2013
On 2013-12-14 15:07, Joseph Rushton Wakeling wrote:Ray Cooper. Who has played with just about everybody, on everything ... :-)Yeah, I looked him up at Wikipedia. -- /Jacob Carlborg
Dec 14 2013
On 2013-12-13 22:44, Andrei Alexandrescu wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2sHehe, nice. Although I can basically only hear the drums. -- /Jacob Carlborg
Dec 14 2013
On 12/14/13 4:43 AM, Jacob Carlborg wrote:On 2013-12-13 22:44, Andrei Alexandrescu wrote:Yah, it's on my wife's cell phone... it was an adaptation of Jimi Hendrix's "Fire". It's a good piece for the drums. http://ultimateclassicrock.com/jimi-hendrix-fire-song-premiere/ AndreiI'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2sHehe, nice. Although I can basically only hear the drums.
Dec 14 2013
On 13/12/2013 21:44, Andrei Alexandrescu wrote:On 12/13/13 12:17 PM, Jacob Carlborg wrote:Daaaammn! Seriously impressed, awesome stuff! :)On 2013-12-13 21:03, Marco Leise wrote:I'll just leave this here: http://www.youtube.com/watch?v=TNn3pJKaV2s AndreiHey, I keep drumming on everything I find. Tables, stools and especially my cheap keyboard. That keyboard has a certain crunch to it. I'm worried about my notebook though. I hope the hard disk can handle the shocks. :) I just can't keep calm to a good rock song. But whenever a real drummer sees me drumming on a bar table, they gotta show me that there is more to it and I wonder how one can ever learn to coordinate two hands and the feet to play different rhythms and above that hit the correct drum.I've been drumming so much on my desk that the finish (or what it's called) has been wear done.
Feb 10 2014
On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team.I absolutely agree, small teams keep you motivated and discussing ideas makes the work so much faster. I can tell you I am interested. I have been thinking about music-based games for quite a long time, and even took part of the team that produced a music-based game in a Videogame Design and Programming class in University. Unfortunately the group leader was... well... a bad leader in my opinion, and the tool used was Unity. This said, if you plan on starting your code from scratch, you might actually want to do something different from Guitar Hero. EG: Have you ever played Synaesthete? https://www.youtube.com/watch?v=Lp0Gasls0Sg I find it both amazing and ADDICTING AS HELL, every time I listen to the songs I feel like playing it over and over and over again.
Dec 12 2013
On 13 December 2013 00:18, Francesco Cattoglio < francesco.cattoglio gmail.com> wrote:On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:It looks like Beatmania meets Geometry Wars meets... something that I can't quite recall what it is. It still has the element of a timed sequences against a music track, so that maps perfectly. The presentation of that game is a project in itself, but I don't see why such an extensible system shouldn't be supported. For me, the entire point is to make a GH/RB engine. I want to play those games, but I'm sick of swapping disc's all the time, and I also want to open it up to a proper custom song community. I like to make projects like that as extensible and customisable as possible. You could add a Synaesthete plugin for instance, or probably more universally, add support for any other instruments or presentation modes people like. Bring back dance pad mode! ;) The core of the work is an extensible frontend, and a good input recognition system combined with tight synchronisation. The frontend, UI, presentation, etc is probably 80% of the work. I can probably knock the GAME part together in a weekend. It needs a good extensible theme system where the front-end experience can be scripted to mimic existing games, or evolved to do new and interesting things that people can tinker with. StepMania did this well. There were community skins for the official Dance Dance Revolution games, but the default one extended the game in ways Konami never did. People also added other game modes/styles on top of it which made it an interesting game in its own right, even though it stated as an engine/emulator for an existing game. I think the starting point is important though to gain initial users/contributors, who all agree on initial goals, ie, to accurately emulate the GH/RB experience.I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team.I absolutely agree, small teams keep you motivated and discussing ideas makes the work so much faster. I can tell you I am interested. I have been thinking about music-based games for quite a long time, and even took part of the team that produced a music-based game in a Videogame Design and Programming class in University. Unfortunately the group leader was... well... a bad leader in my opinion, and the tool used was Unity. This said, if you plan on starting your code from scratch, you might actually want to do something different from Guitar Hero. EG: Have you ever played Synaesthete? https://www.youtube.com/watch?v=Lp0Gasls0Sg I find it both amazing and ADDICTING AS HELL, every time I listen to the songs I feel like playing it over and over and over again.
Dec 12 2013
On 2013-12-12 11:43, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too.I wouldn't agree with that, at least not for Guitar Hero. I had issues with the timing. When I played I tried to time the music, but that didn't work. Instead I had to time the screen to get any points.The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team.Cool idea. -- /Jacob Carlborg
Dec 12 2013
On 13 December 2013 01:47, Jacob Carlborg <doob me.com> wrote:On 2013-12-12 11:43, Manu wrote:Sounds like your system was calibrated poorly, or there is latency in your AV setup, or your TV/stereo is cheap. There's lots of sources of latency that can affect those games. You just have to make sure to eliminate them before you can play it properly. I can easily play those games without looking at the screen at all. But I did need to do some fiddling to get it properly synchronised. I felt about 30-40ms latency when I first switched to the 360 versions. The old PS2 games were much better since they had no digital outputs, there's no buffering anywhere along the chain. Still depends on your TV displaying the signal it receives immediately though. The problem is though, that Neversoft and Harmonix completely fucked upSo, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too.I wouldn't agree with that, at least not for Guitar Hero. I had issues with the timing. When I played I tried to time the music, but that didn't work. Instead I had to time the screen to get any points.the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team.Cool idea. -- /Jacob Carlborg
Dec 12 2013
On 2013-12-12 17:16, Manu wrote:Sounds like your system was calibrated poorly, or there is latency in your AV setup, or your TV/stereo is cheap. There's lots of sources of latency that can affect those games. You just have to make sure to eliminate them before you can play it properly. I can easily play those games without looking at the screen at all. But I did need to do some fiddling to get it properly synchronised. I felt about 30-40ms latency when I first switched to the 360 versions. The old PS2 games were much better since they had no digital outputs, there's no buffering anywhere along the chain. Still depends on your TV displaying the signal it receives immediately though.Most likely a calibration issue. I don't own Guitar Hero myself so I've never tired to calibrate it. -- /Jacob Carlborg
Dec 12 2013
On Thursday, 12 December 2013 at 15:47:48 UTC, Jacob Carlborg wrote:On 2013-12-12 11:43, Manu wrote:As a lifelong musician this annoyed the hell out of me. The whole experience ends up like reading annoying flashy sheet music. Low latency is critical.So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too.I wouldn't agree with that, at least not for Guitar Hero. I had issues with the timing. When I played I tried to time the music, but that didn't work. Instead I had to time the screen to get any points.
Dec 12 2013
On 13 December 2013 02:28, John Colvin <john.loughran.colvin gmail.com>wrote:On Thursday, 12 December 2013 at 15:47:48 UTC, Jacob Carlborg wrote:It is quite sad how few people seem to know how, or make the effort to setup their system properly, or know what the typical sources of latency are... or even that there's such a thing as latency in the first place. It's possible to make it near-perfect... but when I go to other peoples houses and try to play, it never is. And then I start fiddling with their AV system for an hour while everyone get's angry at me and tells me it's perfect, and have no idea what I'm fussing about >_<On 2013-12-12 11:43, Manu wrote:As a lifelong musician this annoyed the hell out of me. The whole experience ends up like reading annoying flashy sheet music. Low latency is critical.So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too.I wouldn't agree with that, at least not for Guitar Hero. I had issues with the timing. When I played I tried to time the music, but that didn't work. Instead I had to time the screen to get any points.
Dec 12 2013
On Thursday, 12 December 2013 at 17:04:32 UTC, Manu wrote:On 13 December 2013 02:28, John Colvin <john.loughran.colvin gmail.com>wrote:You just described my life :pOn Thursday, 12 December 2013 at 15:47:48 UTC, Jacob Carlborg wrote:It is quite sad how few people seem to know how, or make the effort to setup their system properly, or know what the typical sources of latency are... or even that there's such a thing as latency in the first place. It's possible to make it near-perfect... but when I go to other peoples houses and try to play, it never is. And then I start fiddling with their AV system for an hour while everyone get's angry at me and tells me it's perfect, and have no idea what I'm fussing about >_<On 2013-12-12 11:43, Manu wrote:As a lifelong musician this annoyed the hell out of me. The whole experience ends up like reading annoying flashy sheet music. Low latency is critical.So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too.I wouldn't agree with that, at least not for Guitar Hero. I had issues with the timing. When I played I tried to time the music, but that didn't work. Instead I had to time the screen to get any points.
Dec 12 2013
On 13 December 2013 04:48, John Colvin <john.loughran.colvin gmail.com>wrote:On Thursday, 12 December 2013 at 17:04:32 UTC, Manu wrote:Hey, I hear you man! ;)On 13 December 2013 02:28, John Colvin <john.loughran.colvin gmail.comYou just described my life :pwrote:On Thursday, 12 December 2013 at 15:47:48 UTC, Jacob Carlborg wrote:On 2013-12-12 11:43, Manu wrote:It is quite sad how few people seem to know how, or make the effort to setup their system properly, or know what the typical sources of latency are... or even that there's such a thing as latency in the first place. It's possible to make it near-perfect... but when I go to other peoples houses and try to play, it never is. And then I start fiddling with their AV system for an hour while everyone get's angry at me and tells me it's perfect, and have no idea what I'm fussing about >_<So, I'm a massive fan of music games. I'll shamefully admit that I wasAs a lifelong musician this annoyed the hell out of me. The whole experience ends up like reading annoying flashy sheet music. Low latency is critical.tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too.I wouldn't agree with that, at least not for Guitar Hero. I had issues with the timing. When I played I tried to time the music, but that didn't work. Instead I had to time the screen to get any points.
Dec 12 2013
On 12/12/13 16:47, Jacob Carlborg wrote:Instead I had to time the screen to get any points.Not defending Guitar Hero here, but sometimes it is necessary to follow visual rather than sonic cues in performance -- e.g. the brass players and others at the back of a symphony orchestra will often play ahead of musicians at the very front, because the sound takes longer to get from them to the audience. There's a lot of subtle internal stuff that goes on with different sections of the orchestra having to react and play differently in order to keep the whole together, and a lot of that needs to be be modulated by following visual cues of one kind or another from various different people, sometimes against the grain of what your ears are getting. Then there are things like some extreme contemporary music where different musicians are effectively in different tempi -- you can play with a click-track, but sometimes it's easier or preferable to have flashing lights give you your own personal tempo. Plugged-in performance isn't really my area, but it wouldn't surprise me if having to deal with latency is an occasional occupational challenge there -- can anyone confirm? :-)
Dec 12 2013
On Thursday, 12 December 2013 at 17:43:57 UTC, Joseph Rushton Wakeling wrote:Plugged-in performance isn't really my area, but it wouldn't surprise me if having to deal with latency is an occasional occupational challenge there -- can anyone confirm? :-)It's a big deal when recording. Low latency drivers for lower-end audio interfaces are a constant source of problems, and it's common to run out of time in the prescribed latency (defined by buffer size and the sample rate) to do the audio processing you want, leading to having to render things offline or use less cpu intensive plugins. Digital mixers of the sort that are ubiqitous at modern gigs have had a lot of work put in to them to achieve as much as possible at as low a latency as possible.
Dec 12 2013
On 12 December 2013 17:43, Joseph Rushton Wakeling <joseph.wakeling webdrake.net> wrote:On 12/12/13 16:47, Jacob Carlborg wrote:You know, I've never had that... but then again I haven't had the fortune of being in a band where distance between the first and back musicians is > 200 metres. (Because sound doesn't travel *that* slow ;)Instead I had to time the screen to get any points.Not defending Guitar Hero here, but sometimes it is necessary to follow visual rather than sonic cues in performance -- e.g. the brass players and others at the back of a symphony orchestra will often play ahead of musicians at the very front, because the sound takes longer to get from them to the audience. There's a lot of subtle internal stuff that goes on with different sections of the orchestra having to react and play differently in order to keep the whole together, and a lot of that needs to be be modulated by following visual cues of one kind or another from various different people, sometimes against the grain of what your ears are getting.Then there are things like some extreme contemporary music where different musicians are effectively in different tempi -- you can play with a click-track, but sometimes it's easier or preferable to have flashing lights give you your own personal tempo. Plugged-in performance isn't really my area, but it wouldn't surprise me if having to deal with latency is an occasional occupational challenge there -- can anyone confirm? :-)Only in the recording studio - if the time it takes for sound to leave your instrument, into the microphone, through the walls into the studio booth, into the mixer (and assuming digital) from the mixer to the sound card, to the DAW software mixer which is taking the recording and mixing it in with the playing tracks (optional live effects processing being done) back to the sound card, to the mixer, through the walls into the studio room, into the headphones of the receiver playing the instrument... is greater than 22ms, then the person playing experiences a delay in the time he plays to the time he hears himself in the song. If that happens, you are not in a good situation. =)
Dec 12 2013
On 12/12/13 19:15, Iain Buclaw wrote:You know, I've never had that... but then again I haven't had the fortune of being in a band where distance between the first and back musicians is > 200 metres. (Because sound doesn't travel *that* slow ;)Well, it's not _just_ about the speed of sound, there are also things like the speed of attack of different instruments and so on. Then again, ever been to a performance of one of those pieces that ask for some musicians to be placed in different locations round the back of the concert hall for spatial effects? Things can get fun with that ... :-)Only in the recording studio - if the time it takes for sound to leave your instrument, into the microphone, through the walls into the studio booth, into the mixer (and assuming digital) from the mixer to the sound card, to the DAW software mixer which is taking the recording and mixing it in with the playing tracks (optional live effects processing being done) back to the sound card, to the mixer, through the walls into the studio room, into the headphones of the receiver playing the instrument... is greater than 22ms, then the person playing experiences a delay in the time he plays to the time he hears himself in the song. If that happens, you are not in a good situation. =)So, if your latency is 22ms, think of how that corresponds to sound travelling in space: you only need to be separated by about 7.5m for that kind of delay to kick in.
Dec 12 2013
On Thursday, 12 December 2013 at 18:31:58 UTC, Joseph Rushton Wakeling wrote:On 12/12/13 19:15, Iain Buclaw wrote:Delay between people isn't really the problem, it's delay in hearing yourself that's the killer. Although 22ms is the normally quoted limit for noticing the latency, it actually depends on frequency. Even regardless of frequency, i typically find that anything less than 64ms is ok, less than 128ms is just about bearable and anything more is a serious problem for recording a tight-sounding performance.You know, I've never had that... but then again I haven't had the fortune of being in a band where distance between the first and back musicians is > 200 metres. (Because sound doesn't travel *that* slow ;)Well, it's not _just_ about the speed of sound, there are also things like the speed of attack of different instruments and so on. Then again, ever been to a performance of one of those pieces that ask for some musicians to be placed in different locations round the back of the concert hall for spatial effects? Things can get fun with that ... :-)Only in the recording studio - if the time it takes for sound to leave your instrument, into the microphone, through the walls into the studio booth, into the mixer (and assuming digital) from the mixer to the sound card, to the DAW software mixer which is taking the recording and mixing it in with the playing tracks (optional live effects processing being done) back to the sound card, to the mixer, through the walls into the studio room, into the headphones of the receiver playing the instrument... is greater than 22ms, then the person playing experiences a delay in the time he plays to the time he hears himself in the song. If that happens, you are not in a good situation. =)So, if your latency is 22ms, think of how that corresponds to sound travelling in space: you only need to be separated by about 7.5m for that kind of delay to kick in.
Dec 12 2013
On 12/12/13 19:52, John Colvin wrote:Delay between people isn't really the problem, it's delay in hearing yourself that's the killer.Think people listening to people they hear with delay for their musical cues, and the people they are listening to listening to _them_ for their musical cues, and the feedback effect that might result ... :-) You have to get used to the fact that the right time to play may sound like the wrong time to play relative to some other group spatially separated from you. By the same token, if everyone plays precisely with the conductor, they don't actually play precisely together as far as the audience is concerned, which is why professional orchestras tend to play a bit behind the conductor's beat.
Dec 12 2013
On Thursday, 12 December 2013 at 20:20:46 UTC, Joseph Rushton Wakeling wrote:On 12/12/13 19:52, John Colvin wrote:I don't doubt it's a problem, but at least in the orchestra or with acoustic instruments in general you have the luxury of having hand-ear synchronization. For an electric guitarist in the studio, you have actual latency between when you feel the pick strike in your hand and when you hear it in your ears, sometimes up to 64ms. It's a complete nightmare.Delay between people isn't really the problem, it's delay in hearing yourself that's the killer.Think people listening to people they hear with delay for their musical cues, and the people they are listening to listening to _them_ for their musical cues, and the feedback effect that might result ... :-) You have to get used to the fact that the right time to play may sound like the wrong time to play relative to some other group spatially separated from you.By the same token, if everyone plays precisely with the conductor, they don't actually play precisely together as far as the audience is concerned, which is why professional orchestras tend to play a bit behind the conductor's beat.An interesting side-effect of this is in recordings of orchestras. In order to reconstruct the feel of the music from the audiences* perspective, you actually have to time-delay the different mics from different sections! *but where in the audience? Decisions, decisions...
Dec 13 2013
On 13 December 2013 19:31, John Colvin <john.loughran.colvin gmail.com>wrote:On Thursday, 12 December 2013 at 20:20:46 UTC, Joseph Rushton Wakeling wrote:I've experienced the same slowing effect I mentioned before in this context too. Have you ever trying playing with a delay AND an uncomfortably high latency? Since you're playing with a delay, you're effectively playing against yourself from a couple 100ms ago. If you play when you hear yourself, but there's an effective latency on that note trigger, it will compound that latency, and you'll drift towards a slower tempo as you play. It's so weird when I feel myself do it, but it's awfully hard to control (I don't have mates to play music with... I play a lot with a delay/looper). By the same token, if everyone plays precisely with the conductor, theyOn 12/12/13 19:52, John Colvin wrote:I don't doubt it's a problem, but at least in the orchestra or with acoustic instruments in general you have the luxury of having hand-ear synchronization. For an electric guitarist in the studio, you have actual latency between when you feel the pick strike in your hand and when you hear it in your ears, sometimes up to 64ms. It's a complete nightmare.Delay between people isn't really the problem, it's delay in hearing yourself that's the killer.Think people listening to people they hear with delay for their musical cues, and the people they are listening to listening to _them_ for their musical cues, and the feedback effect that might result ... :-) You have to get used to the fact that the right time to play may sound like the wrong time to play relative to some other group spatially separated from you.don't actually play precisely together as far as the audience is concerned, which is why professional orchestras tend to play a bit behind the conductor's beat.An interesting side-effect of this is in recordings of orchestras. In order to reconstruct the feel of the music from the audiences* perspective, you actually have to time-delay the different mics from different sections! *but where in the audience? Decisions, decisions...
Dec 13 2013
Manu <turkeyman gmail.com> writes:On 13 December 2013 19:31, John Colvin <john.loughran.colvin gmail.com> wrote: I've experienced the same slowing effect I mentioned before in this context too. Have you ever trying playing with a delay AND an uncomfortably high latency? Since you're playing with a delay, you're effectively playing against yourself from a couple 100ms ago. If you play when you hear yourself, but there's an effective latency on that note trigger, it will compound that latency, and you'll drift towards a slower tempo as you play. It's so weird when I feel myself do it, but it's awfully hard to control (I don't have mates to play music with... I play a lot with a delay/looper).One of the worst examples of this I've heard of was pipe organs in a very large church. The organist console sits at the opposite end of the church from the pipes, perhaps 100 feet away from some pipes, leading to extremely large delays. I read one account where low notes had a 300ms delay from pressing the pedal. Jerry
Dec 17 2013
"Jerry" <jlquinn optonline.net> wrote in message news:87r49bzawu.fsf optonline.net...Manu <turkeyman gmail.com> writes:Yeh - I had a friend who restored and played theatre organs. He said you had to play to the sheet music and completely ignore the sound. -=mike=-On 13 December 2013 19:31, John Colvin <john.loughran.colvin gmail.com> wrote: I've experienced the same slowing effect I mentioned before in this context too. Have you ever trying playing with a delay AND an uncomfortably high latency? Since you're playing with a delay, you're effectively playing against yourself from a couple 100ms ago. If you play when you hear yourself, but there's an effective latency on that note trigger, it will compound that latency, and you'll drift towards a slower tempo as you play. It's so weird when I feel myself do it, but it's awfully hard to control (I don't have mates to play music with... I play a lot with a delay/looper).One of the worst examples of this I've heard of was pipe organs in a very large church. The organist console sits at the opposite end of the church from the pipes, perhaps 100 feet away from some pipes, leading to extremely large delays. I read one account where low notes had a 300ms delay from pressing the pedal. Jerry
Dec 18 2013
On Thu, Dec 12, 2013 at 09:20:38PM +0100, Joseph Rushton Wakeling wrote:On 12/12/13 19:52, John Colvin wrote:Ahh, so *that's* why they do that!! I've always been wondering why the orchestra always seems to be out-of-beat with the conductor, and why the conductor's beats don't seem to line up with the actual sound. Thanks!! T -- If it's green, it's biology, If it stinks, it's chemistry, If it has numbers it's math, If it doesn't work, it's technology.Delay between people isn't really the problem, it's delay in hearing yourself that's the killer.Think people listening to people they hear with delay for their musical cues, and the people they are listening to listening to _them_ for their musical cues, and the feedback effect that might result ... :-) You have to get used to the fact that the right time to play may sound like the wrong time to play relative to some other group spatially separated from you. By the same token, if everyone plays precisely with the conductor, they don't actually play precisely together as far as the audience is concerned, which is why professional orchestras tend to play a bit behind the conductor's beat.
Dec 12 2013
On 12/12/13 22:13, H. S. Teoh wrote:Ahh, so *that's* why they do that!! I've always been wondering why the orchestra always seems to be out-of-beat with the conductor, and why the conductor's beats don't seem to line up with the actual sound.There's quite a nice blog post describing some of the reasons behind this here, if you're interested: http://blog.davidhthomas.net/2006/12/but-im-with-the-conductor/
Dec 12 2013
On 13 December 2013 04:52, John Colvin <john.loughran.colvin gmail.com>wrote:On Thursday, 12 December 2013 at 18:31:58 UTC, Joseph Rushton Wakeling wrote:Latency between recording musicians has a strange effect of gradually slowing the tempo down. Ie, if both musicians are playing with headphone monitors or something, and there is a small latency in the system. If you are playing together, but then you feel a 20ms latency between you and the other musician, you tend to perceive yourself as playing slightly too fast, and then adjust by slowing a fraction, the same thing happens in the other direction, so you're both constantly slowing by a fraction to maintain perception of synchronisation, and the tempo gradually slows. It's almost an unconscious psychological response, quite hard to control in the studio. Man, my day job works in quantities of 16ms (1 frame), and I have spent many hours resolving inter-frame synchronisation issues (16ms out of synch). Maybe I'm just hyper-sensitive, but 64ms is extremely noticeable to me. 128ms is like an eternity! Consider, 16th notes at 120bpm (not unusual in metal, I assure you), are only 125ms apart, that more than an entire note out. Around 4ms is what professional recording setups aim for.On 12/12/13 19:15, Iain Buclaw wrote:Delay between people isn't really the problem, it's delay in hearing yourself that's the killer. Although 22ms is the normally quoted limit for noticing the latency, it actually depends on frequency. Even regardless of frequency, i typically find that anything less than 64ms is ok, less than 128ms is just about bearable and anything more is a serious problem for recording a tight-sounding performance.You know, I've never had that... but then again I haven't had the fortune of being in a band where distance between the first and back musicians is > 200 metres. (Because sound doesn't travel *that* slow ;)Well, it's not _just_ about the speed of sound, there are also things like the speed of attack of different instruments and so on. Then again, ever been to a performance of one of those pieces that ask for some musicians to be placed in different locations round the back of the concert hall for spatial effects? Things can get fun with that ... :-) Only in the recording studio - if the time it takes for sound to leaveyour instrument, into the microphone, through the walls into the studio booth, into the mixer (and assuming digital) from the mixer to the sound card, to the DAW software mixer which is taking the recording and mixing it in with the playing tracks (optional live effects processing being done) back to the sound card, to the mixer, through the walls into the studio room, into the headphones of the receiver playing the instrument... is greater than 22ms, then the person playing experiences a delay in the time he plays to the time he hears himself in the song. If that happens, you are not in a good situation. =)So, if your latency is 22ms, think of how that corresponds to sound travelling in space: you only need to be separated by about 7.5m for that kind of delay to kick in.
Dec 12 2013
On Friday, 13 December 2013 at 03:13:16 UTC, Manu wrote:On 13 December 2013 04:52, John Colvin <john.loughran.colvin gmail.com>wrote:Interesting. This isn't a phenomena that I've experienced to be honest, generally people's tendency to speed up has dominated most sessions that are without click. Also, 20ms round-trip latency? That's unusually small.On Thursday, 12 December 2013 at 18:31:58 UTC, Joseph Rushton Wakeling wrote:Latency between recording musicians has a strange effect of gradually slowing the tempo down. Ie, if both musicians are playing with headphone monitors or something, and there is a small latency in the system. If you are playing together, but then you feel a 20ms latency between you and the other musician, you tend to perceive yourself as playing slightly too fast, and then adjust by slowing a fraction, the same thing happens in the other direction, so you're both constantly slowing by a fraction to maintain perception of synchronisation, and the tempo gradually slows. It's almost an unconscious psychological response, quite hard to control in the studio.On 12/12/13 19:15, Iain Buclaw wrote:Delay between people isn't really the problem, it's delay in hearing yourself that's the killer. Although 22ms is the normally quoted limit for noticing the latency, it actually depends on frequency. Even regardless of frequency, i typically find that anything less than 64ms is ok, less than 128ms is just about bearable and anything more is a serious problem for recording a tight-sounding performance.You know, I've never had that... but then again I haven't had the fortune of being in a band where distance between the first and back musicians is > 200 metres. (Because sound doesn't travel *that* slow ;)Well, it's not _just_ about the speed of sound, there are also things like the speed of attack of different instruments and so on. Then again, ever been to a performance of one of those pieces that ask for some musicians to be placed in different locations round the back of the concert hall for spatial effects? Things can get fun with that ... :-) Only in the recording studio - if the time it takes for sound to leaveyour instrument, into the microphone, through the walls into the studio booth, into the mixer (and assuming digital) from the mixer to the sound card, to the DAW software mixer which is taking the recording and mixing it in with the playing tracks (optional live effects processing being done) back to the sound card, to the mixer, through the walls into the studio room, into the headphones of the receiver playing the instrument... is greater than 22ms, then the person playing experiences a delay in the time he plays to the time he hears himself in the song. If that happens, you are not in a good situation. =)So, if your latency is 22ms, think of how that corresponds to sound travelling in space: you only need to be separated by about 7.5m for that kind of delay to kick in.
Dec 13 2013
On 13 December 2013 19:22, John Colvin <john.loughran.colvin gmail.com>wrote:On Friday, 13 December 2013 at 03:13:16 UTC, Manu wrote:Haha, that's true. Naturally, I've observed that too, but that just happens all the time regardless! :) Maybe it requires a slightly higher latency than 20ms, but it does reach a point where the interplay between musicians who are each trying to unconsciously re-sync against the others causes some weird changes in overall tempo. When it reaches the conscious stage, then they just say it's broken and demand the tech to fix it. But there's a window there that triggers the unconscious micro-re-sync efforts, and that's where it gets weird in my experience. Also, 20ms round-trip latency? That's unusually small.On 13 December 2013 04:52, John Colvin <john.loughran.colvin gmail.comInteresting. This isn't a phenomena that I've experienced to be honest, generally people's tendency to speed up has dominated most sessions that are without click.wrote:On Thursday, 12 December 2013 at 18:31:58 UTC, Joseph Rushton Wakelingwrote: On 12/12/13 19:15, Iain Buclaw wrote:Latency between recording musicians has a strange effect of gradually slowing the tempo down. Ie, if both musicians are playing with headphone monitors or something, and there is a small latency in the system. If you are playing together, but then you feel a 20ms latency between you and the other musician, you tend to perceive yourself as playing slightly too fast, and then adjust by slowing a fraction, the same thing happens in the other direction, so you're both constantly slowing by a fraction to maintain perception of synchronisation, and the tempo gradually slows. It's almost an unconscious psychological response, quite hard to control in the studio.You know, I've never had that... but then again I haven't had theDelay between people isn't really the problem, it's delay in hearing yourself that's the killer. Although 22ms is the normally quoted limit for noticing the latency, it actually depends on frequency. Even regardless of frequency, i typically find that anything less than 64ms is ok, less than 128ms is just about bearable and anything more is a serious problem for recording a tight-sounding performance.fortune of being in a band where distance between the first and back musicians is > 200 metres. (Because sound doesn't travel *that* slow ;)Well, it's not _just_ about the speed of sound, there are also things like the speed of attack of different instruments and so on. Then again, ever been to a performance of one of those pieces that ask for some musicians to be placed in different locations round the back of the concert hall for spatial effects? Things can get fun with that ... :-) Only in the recording studio - if the time it takes for sound to leaveyour instrument, into the microphone, through the walls into the studio booth, into the mixer (and assuming digital) from the mixer to the sound card, to the DAW software mixer which is taking the recording and mixing it in with the playing tracks (optional live effects processing being done) back to the sound card, to the mixer, through the walls into the studio room, into the headphones of the receiver playing the instrument... is greater than 22ms, then the person playing experiences a delay in the time he plays to the time he hears himself in the song. If that happens, you are not in a good situation. =)So, if your latency is 22ms, think of how that corresponds to sound travelling in space: you only need to be separated by about 7.5m for that kind of delay to kick in.God I hope not. Depends on how many digital effects are in the loop I guess. It's not show-stopping latency, but I start to feel it personally at 20ms or so. Like I said before though, I might have trained myself to be hyper-sensitive.
Dec 13 2013
On Friday, 13 December 2013 at 03:13:16 UTC, Manu wrote:On 13 December 2013 04:52, John ColvinYep, I'd be quite surprised if a professional musician (at least one playing a somewhat percussive instrument) wouldn't notice a 20ms delay, given how obvious small delays are for me when e.g. playing a VST instrument when the audio interface buffer size is too large or a plugin is slowing down the whole system due to delay compensation in the host software. In digital (live) pro audio, latencies in the low single-digit microseconds are usually considered acceptable, with more it depends on the circumstances. Of course, the threshold for being able to play in sync in relation to other musicians is quite a bit higher, and what I've seen some singers do on big opera stages (think e.g. http://en.wikipedia.org/wiki/Bregenzer_Festspiele) is nothing short of amazing. DavidDelay between people isn't really the problem, it's delay in hearing yourself that's the killer. Although 22ms is the normally quoted limit for noticing the latency, it actually depends on frequency. Even regardless of frequency, i typically find that anything less than 64ms is ok, less than 128ms is just about bearable and anything more is a serious problem for recording a tight-sounding performance.[…] Man, my day job works in quantities of 16ms (1 frame), and I have spent many hours resolving inter-frame synchronisation issues (16ms out of synch). Maybe I'm just hyper-sensitive, but 64ms is extremely noticeable to me. 128ms is like an eternity! Consider, 16th notes at 120bpm (not unusual in metal, I assure you), are only 125ms apart, that more than an entire note out. Around 4ms is what professional recording setups aim for.
Dec 13 2013
On Thu, Dec 12, 2013 at 10:47:36PM +0100, Joseph Rushton Wakeling wrote:On 12/12/13 22:13, H. S. Teoh wrote:Interesting! Makes total sense, though. You're dealing with 100+ human players, and keeping them all in sync is quite challenging. It's totally different if you're playing a computer-conducted orchestra, where everything is mechanically kept in top-notch sync. :P For some reason, that doesn't sound as good as a live orchestra. (I read somewhere that it is due to our brains automatically filtering out repetitive stimuli. The precise timing of computer-generated music produces an exact, mechanical rhythm, which causes the brain to tune out, resulting the perception of dullness or tiredness. Human players, OTOH, are always ever so slightly off beat, and the slight variations keep the brain interested and not tune out. Same thing applies to the precise attack velocities of computer-generated notes -- after a while it feels tiring because it's exactly the same velocity over and over. Human players produce quite a wide variety of attack velocities, even when playing the same notes over and over, which makes it far more interesting to listen to. Inexactness isn't always a bad thing!) T -- Study gravitation, it's a field with a lot of potential.Ahh, so *that's* why they do that!! I've always been wondering why the orchestra always seems to be out-of-beat with the conductor, and why the conductor's beats don't seem to line up with the actual sound.There's quite a nice blog post describing some of the reasons behind this here, if you're interested: http://blog.davidhthomas.net/2006/12/but-im-with-the-conductor/
Dec 12 2013
On 13 December 2013 03:12, Manu <turkeyman gmail.com> wrote:On 13 December 2013 04:52, John Colvin <john.loughran.colvin gmail.com> wrote:You could argue that it makes the musicians *real*. :) It is however one reason why I prefer recording all musicians playing together rather than in isolation. I love the sound of music from the 60s/70s, in which the musicians that made those records never worked to click tracks. The result is that their timing is all over the place - speeding up, slowing down, what have you. I love it, it gives you a feeling of excitement, and it sounds great. :)On Thursday, 12 December 2013 at 18:31:58 UTC, Joseph Rushton Wakeling wrote:Latency between recording musicians has a strange effect of gradually slowing the tempo down. Ie, if both musicians are playing with headphone monitors or something, and there is a small latency in the system. If you are playing together, but then you feel a 20ms latency between you and the other musician, you tend to perceive yourself as playing slightly too fast, and then adjust by slowing a fraction, the same thing happens in the other direction, so you're both constantly slowing by a fraction to maintain perception of synchronisation, and the tempo gradually slows. It's almost an unconscious psychological response, quite hard to control in the studio.On 12/12/13 19:15, Iain Buclaw wrote:Delay between people isn't really the problem, it's delay in hearing yourself that's the killer. Although 22ms is the normally quoted limit for noticing the latency, it actually depends on frequency. Even regardless of frequency, i typically find that anything less than 64ms is ok, less than 128ms is just about bearable and anything more is a serious problem for recording a tight-sounding performance.You know, I've never had that... but then again I haven't had the fortune of being in a band where distance between the first and back musicians is > 200 metres. (Because sound doesn't travel *that* slow ;)Well, it's not _just_ about the speed of sound, there are also things like the speed of attack of different instruments and so on. Then again, ever been to a performance of one of those pieces that ask for some musicians to be placed in different locations round the back of the concert hall for spatial effects? Things can get fun with that ... :-)Only in the recording studio - if the time it takes for sound to leave your instrument, into the microphone, through the walls into the studio booth, into the mixer (and assuming digital) from the mixer to the sound card, to the DAW software mixer which is taking the recording and mixing it in with the playing tracks (optional live effects processing being done) back to the sound card, to the mixer, through the walls into the studio room, into the headphones of the receiver playing the instrument... is greater than 22ms, then the person playing experiences a delay in the time he plays to the time he hears himself in the song. If that happens, you are not in a good situation. =)So, if your latency is 22ms, think of how that corresponds to sound travelling in space: you only need to be separated by about 7.5m for that kind of delay to kick in.
Dec 13 2013
On 13 December 2013 03:43, Joseph Rushton Wakeling < joseph.wakeling webdrake.net> wrote:On 12/12/13 16:47, Jacob Carlborg wrote:Hey that's a really interesting thought actually. I never considered that. I suppose this would only be applicable in a large auditorium though? I have a whole new appreciation for the conductor upon that revelation alone! :) Modern music has a conveniently placed foldback speaker, or even in-ear monitor... you all hear each other at the same time, it's easy enough to synchronise. Then there are things like some extreme contemporary music where differentInstead I had to time the screen to get any points.Not defending Guitar Hero here, but sometimes it is necessary to follow visual rather than sonic cues in performance -- e.g. the brass players and others at the back of a symphony orchestra will often play ahead of musicians at the very front, because the sound takes longer to get from them to the audience. There's a lot of subtle internal stuff that goes on with different sections of the orchestra having to react and play differently in order to keep the whole together, and a lot of that needs to be be modulated by following visual cues of one kind or another from various different people, sometimes against the grain of what your ears are getting.musicians are effectively in different tempi -- you can play with a click-track, but sometimes it's easier or preferable to have flashing lights give you your own personal tempo. Plugged-in performance isn't really my area, but it wouldn't surprise me if having to deal with latency is an occasional occupational challenge there -- can anyone confirm? :-)Plugged in performance still uses low-tech analog technology, specifically to eliminate latency. Modern recording hardware has an element of wrangling latency, although that was more of a problem 5-10 years ago than it is now. At all comes from the switch to digital technology, where you need to start buffering blocks of audio, and performing burst transmissions. That's where latency really starts creeping into the system. Certainly prevalent in GH, which is running on cheap consumer hardware, which isn't really even designed for true low-latency gameplay (not to the standards a good musician expects). The work-around is a bunch of in-game knobs to specify latency offsets for various outputs (video/audio), against the input (controllers/keyboard/midi) which may also have its own latency. People need to properly understand the problem before they can configure these knobs properly, and most general players just don't even bother, they play right off the screen and ignore the music.
Dec 12 2013
If, when writting "mini and communication processing", you meant MIDI (Musical Instrument Digital Interface) instead of mini, you may be interesting by my bindings to the RtMidi library: - https://github.com/remy-j-a-moueza/drtmidi - RtMidi website: http://www.music.mcgill.ca/~gary/rtmidi/index.html On 12/12/2013 11:43 AM, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.
Dec 12 2013
On 13 December 2013 06:42, R=C3=A9my Mou=C3=ABza <remy.moueza gmail.com> wr= ote:If, when writting "mini and communication processing", you meant MIDI (Musical Instrument Digital Interface) instead of mini, you may be interesting by my bindings to the RtMidi library: - https://github.com/remy-j-a-moueza/drtmidi - RtMidi website: http://www.music.mcgill.ca/~gary/rtmidi/index.htmlI did. Very handy! On 12/12/2013 11:43 AM, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.
Dec 12 2013
Have you looked at Rocksmith? If I were going to spend a lot time doing a guitar/music game - I would probably look in that direction. As far as I know most audio professionals consider lantencies under 20ms acceptable but preferably smaller. from what I understand the brain itself has a latency of about 12ms. On Fri, Dec 13, 2013 at 1:18 PM, Manu <turkeyman gmail.com> wrote:On 13 December 2013 06:42, Rémy Mouëza <remy.moueza gmail.com> wrote:If, when writting "mini and communication processing", you meant MIDI (Musical Instrument Digital Interface) instead of mini, you may be interesting by my bindings to the RtMidi library: - https://github.com/remy-j-a-moueza/drtmidi - RtMidi website: http://www.music.mcgill.ca/~gary/rtmidi/index.htmlI did. Very handy!On 12/12/2013 11:43 AM, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.
Dec 12 2013
On 13 December 2013 14:07, Danni Coy <danni.coy gmail.com> wrote:Have you looked at Rocksmith?I have, and I definitely want to work that in... but game-ify it a bit more= . That's substantially more work though, so I think GH is a simpler first target which will get UI and presentation out of the way, encourage more users+contributors, and should leave a good framework for any tightly synchronised gameplay. It would be a very interesting piece of work though for someone awesome at signal analysis, to take an input audio stream and effectively break it into midi trigger information. Given that, it's easy to make a game on top. If I were going to spend a lot timedoing a guitar/music game - I would probably look in that direction. As far as I know most audio professionals consider lantencies under 20ms acceptable but preferably smaller. from what I understand the brain itself has a latency of about 12ms. On Fri, Dec 13, 2013 at 1:18 PM, Manu <turkeyman gmail.com> wrote:sOn 13 December 2013 06:42, R=C3=A9my Mou=C3=ABza <remy.moueza gmail.com=wrote:If, when writting "mini and communication processing", you meant MIDI (Musical Instrument Digital Interface) instead of mini, you may be interesting by my bindings to the RtMidi library: - https://github.com/remy-j-a-moueza/drtmidi - RtMidi website: http://www.music.mcgill.ca/~gary/rtmidi/index.htmlI did. Very handy!On 12/12/2013 11:43 AM, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I wa=uptragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked =Ithe GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out.=,started one years ago as a fork of my Guitar Hero song editor for PS2=enand I added support for drums before GH4 or RB were conceived, but th=owhen they announced those games they stole my thunder and it went int=,hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing=tanimation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write tha=.sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time=
Dec 12 2013
On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:Are there any music game nerds hanging around here who would be interested in joining a side project like this?I'm... interested. That's about all I can commit to at the moment :-) As for skillset... well I've been doing gamedev commercially for about 5 years now (last 4 years on console/PC) and I generally do a mix of high-level game logic, and core systems. I could quite happily do graphics, physics, as well. Not massively experienced with audio unfortunately. I do play guitar though :-D Please keep me informed.
Dec 12 2013
On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!
Dec 13 2013
On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote:On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:Thing is, I feel nowhere near qualified to work on a compiler. And compiler is really just a beginning. Even with Xcode preparing iOS app that is written in C++ and not Objective-C is still far from easy.Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On 13 December 2013 23:53, Szymon Gatner <noemail gmail.com> wrote:On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote:Really? Everything I've ever written on iOS was in full C++, with just one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:Thing is, I feel nowhere near qualified to work on a compiler. And compiler is really just a beginning. Even with Xcode preparing iOS app that is written in C++ and not Objective-C is still far from easy.Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On Friday, 13 December 2013 at 14:50:18 UTC, Manu wrote:On 13 December 2013 23:53, Szymon Gatner <noemail gmail.com> wrote:That is exactly what I do too, all C++ + some .mm files. I rather meant debugging capabilities of Xcode (well now mych better in v5 but still crap compared to VC), code signing, provisions and a need to use command line instead of IDE for archiving etc. Tbh I am using CMake to keep my projects portable so that is a part of a problem but still ;)On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote:Really? Everything I've ever written on iOS was in full C++, with just one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:Thing is, I feel nowhere near qualified to work on a compiler. And compiler is really just a beginning. Even with Xcode preparing iOS app that is written in C++ and not Objective-C is still far from easy.Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On 14 December 2013 01:09, Szymon Gatner <noemail gmail.com> wrote:On Friday, 13 December 2013 at 14:50:18 UTC, Manu wrote:Indeed, but I would just never try and debug the iOS build :) I always debug the PC build, and then occasionally you need to fix a straggling iOS specific issue... but they're typically few and far between, particularly if your tech has good portability to start with.On 13 December 2013 23:53, Szymon Gatner <noemail gmail.com> wrote: On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote:That is exactly what I do too, all C++ + some .mm files. I rather meant debugging capabilities of Xcode (well now mych better in v5 but still crap compared to VC), code signing, provisions and a need to use command line instead of IDE for archiving etc. Tbh I am using CMake to keep my projects portable so that is a part of a problem but still ;)On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:Really? Everything I've ever written on iOS was in full C++, with just one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.Hi, I am experienced C++ programmer, recently switched to indie gamedevThing is, I feel nowhere near qualified to work on a compiler. And compiler is really just a beginning. Even with Xcode preparing iOS app that is written in C++ and not Objective-C is still far from easy.(1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On Friday, 13 December 2013 at 15:28:41 UTC, Manu wrote:On 14 December 2013 01:09, Szymon Gatner <noemail gmail.com> wrote:LOL so I am not the only one he does iOS programming more on Windows than on Mac. Btw I was very surprised to see that most (if not all) attendees of DConf had Mac Books. I hate mine with passion.On Friday, 13 December 2013 at 14:50:18 UTC, Manu wrote:Indeed, but I would just never try and debug the iOS build :) I always debug the PC build, and then occasionally you need to fix a straggling iOS specific issue... but they're typically few and far between, particularly if your tech has good portability to start with.On 13 December 2013 23:53, Szymon Gatner <noemail gmail.com> wrote: On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote:That is exactly what I do too, all C++ + some .mm files. I rather meant debugging capabilities of Xcode (well now mych better in v5 but still crap compared to VC), code signing, provisions and a need to use command line instead of IDE for archiving etc. Tbh I am using CMake to keep my projects portable so that is a part of a problem but still ;)On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:Really? Everything I've ever written on iOS was in full C++, with just one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.Hi, I am experienced C++ programmer, recently switched to indie gamedevThing is, I feel nowhere near qualified to work on a compiler. And compiler is really just a beginning. Even with Xcode preparing iOS app that is written in C++ and not Objective-C is still far from easy.(1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On 13/12/13 16:35, Szymon Gatner wrote:LOL so I am not the only one he does iOS programming more on Windows than on Mac. Btw I was very surprised to see that most (if not all) attendees of DConf had Mac Books. I hate mine with passion.How many of them had installed Linux in place of Mac OS? ;-)
Dec 13 2013
On 14 December 2013 01:35, Szymon Gatner <noemail gmail.com> wrote:On Friday, 13 December 2013 at 15:28:41 UTC, Manu wrote:Fuck, I'm yet to meet a programmer who does iOS programming on a Mac... Many of my (professional) friends and colleagues even use Hackintoshes to do their iOS dev! I'd never give a cent to Apple and support their exclusive, proprietary, walled-garden wanker's club if I can help it! ;)On 14 December 2013 01:09, Szymon Gatner <noemail gmail.com> wrote: On Friday, 13 December 2013 at 14:50:18 UTC, Manu wrote:LOL so I am not the only one he does iOS programming more on Windows than on Mac.On 13 December 2013 23:53, Szymon Gatner <noemail gmail.com> wrote:Indeed, but I would just never try and debug the iOS build :) I always debug the PC build, and then occasionally you need to fix a straggling iOS specific issue... but they're typically few and far between, particularly if your tech has good portability to start with.On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote:That is exactly what I do too, all C++ + some .mm files. I rather meant debugging capabilities of Xcode (well now mych better in v5 but still crap compared to VC), code signing, provisions and a need to use command line instead of IDE for archiving etc. Tbh I am using CMake to keep my projects portable so that is a part of a problem but still ;)On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:just one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.Hi, I am experienced C++ programmer, recently switched to indie gamedevcompiler is really just a beginning. Even with Xcode preparing iOS app that is written in C++ and not Objective-C is still far from easy. Really? Everything I've ever written on iOS was in full C++, with(1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me! From the sounds of it, it'll be a community project so no worries,just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple. Thing is, I feel nowhere near qualified to work on a compiler. AndBtw I was very surprised to see that most (if not all) attendees of DConf had Mac Books. I hate mine with passion.Me too! I was absolutely astonished! Sickened even! It was 100 times worse when I was standing on that bloody stage looking at 100 little glowing apple logo's on the backs of everyone's screens, twice! I did manage to resist the urge for public (and filmed) comment, it took every bit of restraint I had though :P That said, I'm not so exclusive to not support their platform in my software. And they do have a good appstore, which is viable for indy's.
Dec 13 2013
On 13/12/13 17:48, Manu wrote:Fuck, I'm yet to meet a programmer who does iOS programming on a Mac... Many of my (professional) friends and colleagues even use Hackintoshes to do their iOS dev! I'd never give a cent to Apple and support their exclusive, proprietary, walled-garden wanker's club if I can help it! ;)Do you mind if I frame this and put it on my wall? :-)
Dec 13 2013
On 14 December 2013 02:55, Joseph Rushton Wakeling < joseph.wakeling webdrake.net> wrote:On 13/12/13 17:48, Manu wrote:Haha, go for it! Fortunately the Apple fanaticism has mellowed out in recent years. There was a time not too long ago where I'd have been mauled in the streets by a fanboy lynch mob of for making claims like that... I'd say there's a massive bias in games though since most gamedevs are windows users. Windows is the only real PC based market for games, and all the dev-tools for consoles are windows based too, so I guess it stands to reason that you don't meet too many gamedev's with an insatiable lust for Apple products.Fuck, I'm yet to meet a programmer who does iOS programming on a Mac... Many of my (professional) friends and colleagues even use Hackintoshes to do their iOS dev! I'd never give a cent to Apple and support their exclusive, proprietary, walled-garden wanker's club if I can help it! ;)Do you mind if I frame this and put it on my wall? :-)
Dec 13 2013
On Friday, 13 December 2013 at 17:11:23 UTC, Manu wrote:I'd say there's a massive bias in games though since most gamedevs are windows users. Windows is the only real PC based market for games, and all the dev-tools for consoles are windows based too, so I guess it stands to reason that you don't meet too many gamedev's with an insatiable lust for Apple products.I hope so much for Valve success here, despite all the DRM crap they use :) This industry could have used some small cross-platform earthquake :P
Dec 13 2013
On 14 December 2013 03:22, Dicebot <public dicebot.lv> wrote:On Friday, 13 December 2013 at 17:11:23 UTC, Manu wrote:Me too. I think Steam is the most exciting platform to emerge in many years. I hope they do well.I'd say there's a massive bias in games though since most gamedevs are windows users. Windows is the only real PC based market for games, and all the dev-tools for consoles are windows based too, so I guess it stands to reason that you don't meet too many gamedev's with an insatiable lust for Apple products.I hope so much for Valve success here, despite all the DRM crap they use :) This industry could have used some small cross-platform earthquake :P
Dec 13 2013
On 2013-12-13 18:11, Manu wrote:I'd say there's a massive bias in games though since most gamedevs are windows users. Windows is the only real PC based market for games, and all the dev-tools for consoles are windows based too, so I guess it stands to reason that you don't meet too many gamedev's with an insatiable lust for Apple products.Unfortunately most games suck on Mac OS X. I don't know if they're just badly coded, if it's the drivers or the OpenGL implementation. Many games that work perfectly fine at highest resolution and detail level on Windows is barley playable on low settings on Mac OS X. Only a few games are good on Mac OS X. -- /Jacob Carlborg
Dec 13 2013
On Friday, 13 December 2013 at 20:25:14 UTC, Jacob Carlborg wrote:On 2013-12-13 18:11, Manu wrote:Notable is Witcher 2 which you can get for Mac for free if you already have PC version. And I agree it works worse than on Windows.I'd say there's a massive bias in games though since most gamedevs are windows users. Windows is the only real PC based market for games, and all the dev-tools for consoles are windows based too, so I guess it stands to reason that you don't meet too many gamedev's with an insatiable lust for Apple products.Unfortunately most games suck on Mac OS X. I don't know if they're just badly coded, if it's the drivers or the OpenGL implementation. Many games that work perfectly fine at highest resolution and detail level on Windows is barley playable on low settings on Mac OS X. Only a few games are good on Mac OS X.
Dec 13 2013
On 14 December 2013 06:25, Jacob Carlborg <doob me.com> wrote:On 2013-12-13 18:11, Manu wrote: I'd say there's a massive bias in games though since most gamedevs areI've done mac ports before. In terms of scheduling though, it always gets barely any time or attention. Bare minimum to get it running, and doesn't help that it's usually being written by a windows programmer working against his will :)windows users. Windows is the only real PC based market for games, and all the dev-tools for consoles are windows based too, so I guess it stands to reason that you don't meet too many gamedev's with an insatiable lust for Apple products.Unfortunately most games suck on Mac OS X. I don't know if they're just badly coded, if it's the drivers or the OpenGL implementation. Many games that work perfectly fine at highest resolution and detail level on Windows is barley playable on low settings on Mac OS X. Only a few games are good on Mac OS X.
Dec 13 2013
On 2013-12-14 03:48, Manu wrote:I've done mac ports before. In terms of scheduling though, it always gets barely any time or attention. Bare minimum to get it running, and doesn't help that it's usually being written by a windows programmer working against his will :)Yeah, I guess that's one of the biggest problems, it's always ports. Mac is rarely part of the main platforms. And we shouldn't even start talking about Cider (commercial version of Wine). BTW, I read on a forum that for Bioshock Infinity they deliberately remove the highest resolutions and visual details on the Mac version because Mac OS X only supports OpenGL 3.x. But now with the latest Mac OS X Mavericks which supports OpenGL 4.x they have released patches to enable the highest resolutions and visual details. I'm wondering how much of an issue this is, too old OpenGL implementation. I'm not so experienced with game development but I would think that it's fairly easy to build cross-platform games, at least for computers. For other applications it seems like the biggest issue is the GUI. But since most games use a completely custom GUI anyway that wouldn't be a so much of a problem. -- /Jacob Carlborg
Dec 14 2013
Am Fri, 13 Dec 2013 21:25:13 +0100 schrieb Jacob Carlborg <doob me.com>:Unfortunately most games suck on Mac OS X. I don't know if they're just=20 badly coded, if it's the drivers or the OpenGL implementation. Many=20 games that work perfectly fine at highest resolution and detail level on==20Windows is barley playable on low settings on Mac OS X. Only a few games==20are good on Mac OS X.Read about Valve's port of Left 4 Dead 2 here: http://blogs.valvesoftware.com/linux/faster-zombies/ They say their Linux port ran at 6 FPS before they started optimizing. But it was also in part due to a bad OpenGL implementation. (I remember even Doom 3 running at 2 FPS on my previous PC until the drivers were updated. -.-) Anyways here is an excerpt: "[=E2=80=A6] Running Left 4 Dead 2 on Windows 7 with Direct3D drivers, we get 270.6 FPS as a baseline. The data is generated from an internal test case. When we started with Linux, the initial version we got up and running was at 6 FPS. This is typical of an initial successful port to a new platform. Performance improvements fall into several categories: * Modifying our game to work better with the kernel * Modifying our game to work better with OpenGL * Optimizing the graphics driver An example of the first category would be changing our memory allocator to use more appropriate Linux functions. This was achieved by implementing the Source engine small block heap to work under Linux. The second category would include reducing overhead in calling OpenGL, and extending our renderer with new interfaces for better encapsulation of OpenGL and Direct3D. [=E2=80=A6]" --=20 Marco
Dec 14 2013
On 2013-12-14 13:54, Marco Leise wrote:Read about Valve's port of Left 4 Dead 2 here: http://blogs.valvesoftware.com/linux/faster-zombies/ They say their Linux port ran at 6 FPS before they started optimizing. But it was also in part due to a bad OpenGL implementation. (I remember even Doom 3 running at 2 FPS on my previous PC until the drivers were updated. -.-)Yeah, I've heard of that. Unfortunately that's Linux and not Mac OS X. Hopefully the games will get better on Mac OS X as well. -- /Jacob Carlborg
Dec 14 2013
On 2013-12-13 15:50, Manu wrote:Really? Everything I've ever written on iOS was in full C++, with just one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.No need for an Objective-C file. The Objective-C methods can be accessed through the C functions available in the Objective-C runtime from D. Although, as been mentioned many times before, that's verbose and cumbersome. Both are ugly solutions, don't know which is the least ugly. -- /Jacob Carlborg
Dec 13 2013
On 14 December 2013 01:39, Jacob Carlborg <doob me.com> wrote:On 2013-12-13 15:50, Manu wrote: Really? Everything I've ever written on iOS was in full C++, with justMaybe one day we'll get extern(Obj-C), that'll be an exciting day :)one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.No need for an Objective-C file. The Objective-C methods can be accessed through the C functions available in the Objective-C runtime from D. Although, as been mentioned many times before, that's verbose and cumbersome. Both are ugly solutions, don't know which is the least ugly.
Dec 13 2013
On 2013-12-13 17:49, Manu wrote:Maybe one day we'll get extern(Obj-C), that'll be an exciting day :)I couldn't agree more :) -- /Jacob Carlborg
Dec 13 2013
On 13 December 2013 23:06, Rikki Cattermole <alphaglosined gmail.com> wrote:On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:One step at a time :) It doesn't need to be released on the appstore, a running proof of concept would be a nice first step. Probably easier to start on Android though, and perhaps even more relevant these days.Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On Friday, 13 December 2013 at 14:48:13 UTC, Manu wrote:On 13 December 2013 23:06, Rikki Cattermole <alphaglosined gmail.com> wrote:As a indie I can tell you that Android is ridiculously hard (or impossible) to make a living on... Google made it so easy to install apps that piracy is a norm. Apple has its flaws (Xcode was a horrible horrible thing before very recently when they switched to clang) but there is a chance to get your investment back at least.On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:One step at a time :) It doesn't need to be released on the appstore, a running proof of concept would be a nice first step. Probably easier to start on Android though, and perhaps even more relevant these days.Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On 14 December 2013 00:54, Szymon Gatner <noemail gmail.com> wrote:On Friday, 13 December 2013 at 14:48:13 UTC, Manu wrote:It's true. But this project isn't intended to make money, so at least if we can proof-of-concept, then we're one step closer than we were.On 13 December 2013 23:06, Rikki Cattermole <alphaglosined gmail.com> wrote: On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:As a indie I can tell you that Android is ridiculously hard (or impossible) to make a living on... Google made it so easy to install apps that piracy is a norm. Apple has its flaws (Xcode was a horrible horrible thing before very recently when they switched to clang) but there is a chance to get your investment back at least.Hi, I am experienced C++ programmer, recently switched to indie gamedevOne step at a time :) It doesn't need to be released on the appstore, a running proof of concept would be a nice first step. Probably easier to start on Android though, and perhaps even more relevant these days.(1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!From the sounds of it, it'll be a community project so no worries, just join in. Have a talk with the GDC compiler guys about helping with ARM support and getting on iOS. They could definitely use the help! Although from my knowledge there probably will be issues with tool chain not verified by Apple.
Dec 13 2013
On 13 December 2013 22:37, Szymon Gatner <noemail gmail.com> wrote:On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:Awesome. Consider yourself considered! Although open-source doesn't really have try-outs. Just make pull requests, and if it's suitable it gets merged; you're now a contributor! :P I'd really like to use this as an excuse to push D-on-iOS/Android forward. The arm compiler more-or-less works, we should definitely try and apply it. iOS or Android are both relevant modern targets. I'm encouraged by the number of interested people actually! I thought it would be a nice idea - fun community side project which stresses lots of the aspects of D which I feel don't get enough attention; real-time, low-latency, cross-platform... One of the key reasons I put it to the forum like this, was because I'm interested to get other contributors who might not be typical game coders, and try and get contributors who would write more idiomatic D code than I would involved to keep me in check. My D code is kinda C-ish... I don't think that's necessarily a bad thing, but I want to see what an ambitious (commercial-grade) game looks like written in D, not in C-ish-D. It'll be a great case study, and a fun project. I'll get a project skeleton together soon. I'm off to do the family christmas thing from tomorrow, but I'll get to it after that, next time I'm sitting here wondering what to do. Or perhaps sooner, about 5 minutes after the next time my girlfriend fires up Guitar Hero ;) I'll populate the issue tracker with a task-list for a first-playable milestone as I see it, and people can join and grab bits that they like.So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.Hi, I am experienced C++ programmer, recently switched to indie gamedev (1 title released commercially, another on the way). I am really interested in this for 2 reasons: 1) a chance to work with someone of your experience 2) as soon as it is possible (that would be D working on iOS) I would like to do a transition from C++ to D in our projects so new experience in D (and in the industry) is just perfect Please consider me!
Dec 13 2013
On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.Have you considered Step mania and Fret on fire ? (Huge fan of musical games here too)
Dec 13 2013
Yeah, both have come up earlier in this thread. I used to contribute to step mania 10-12 years ago. I did the Xbox port, among other details. It's a project for a different time. It's not as extensible as it could be. FoF... well... it's written in python. I'll leave it at that ;) I'd say fof is pretty terrible... On 14 Dec 2013 17:45, "deadalnix" <deadalnix gmail.com> wrote:On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:So, I'm a massive fan of music games. I'll shamefully admit that I was tragically addicted to Dance Dance Revolution about 10 years ago. Recently, it's Guitar Hero and Rock Band. I quite like the band ensemble games, they're good party games, and great rhythm practise that's actually applicable to real instrument skills too. The problem is though, that Neversoft and Harmonix completely fucked up the GH and RB franchises. Licensing problems, fragmented tracklists. It's annoying that all the songs you want to play are spread across literally 10 or so different games, and you need to constantly change disc's if you want to play the songs you like. I've been meaning to kick off a guitar hero clone since GH2 came out. I started one years ago as a fork of my Guitar Hero song editor for PS2, and I added support for drums before GH4 or RB were conceived, but then when they announced those games they stole my thunder and it went into hibernation. I'm very keen to resurrect the project (well, start a new one, with clean code, in D). Are there any music game nerds hanging around here who would be interested in joining a side project like this? It's a lot more motivating, and much more fun to work in a small team. It's an interesting union of skills; rendering, audio processing, super-low-latency synchronisation, mini and communications processing, animation, UI and presentation. I have done all this stuff commercially, so I can act as a sort of project lead of people are interested, but haven't tried to write that sort of software before. It also seems like a good excuse to kick off a fairly large scale and performance intensive D project, which I like to do from time to time.Have you considered Step mania and Fret on fire ? (Huge fan of musical games here too)
Dec 14 2013