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Add tracker module file types to filefinder - #3685

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RPGoogles:Adding-Tracker-Module-extension-support
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RPGoogles:Adding-Tracker-Module-extension-support

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Adds functionality so the player can actually find tracker module files(.mod, .xm, .s3m and .it) for Music and Sound.

Adds functionality so the player can actually find tracker module files(.mod, .xm, .s3m and .it) for Music and Sound.
Comment thread src/filefinder.h
".opus", ".oga", ".ogg", ".wav", ".mid", ".midi", ".mp3", ".wma", ".mod", ".xm", ".s3m", ".it");
constexpr const auto SOUND_TYPES = Utils::MakeSvArray(
".opus", ".oga", ".ogg", ".wav", ".mp3", ".wma");
".opus", ".oga", ".ogg", ".wav", ".mp3", ".wma", ".mod", ".xm", ".s3m", ".it");

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IMO these should be music-only.

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I would initially think so too, but they work fine from my testing as using these formats as Sound Effects... Even when played with a BGM Track at the same time!

@Ghabry Ghabry Sep 30, 2026 •

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This is abused too much in certain games but sound effects should be something short and not entire music tracks (they are converted to uncompressed samples and cached for performance reasons).

Also doesn't tracker music support built in loops? Pretty sure this will softlock the sound decoder.

So I'm kinda against usage in sound effects but maybe you can convince me.

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What makes Tracker modules only use case being music tracks? What's stopping someone from using a super short, one-shot module for a sound effect? Likewise, what's stopping someone from trying to pass off a very long WAV or OGG sound effect?

yeah they do, they have jump commands, maybe the sound decoder should ignore jump(loop) commands in sound effects if your worried developers are going to add loops in their tracker modules used for sounds...

Isn't this a developer best practice issue though? don't use large multi-second long tracks for sound effects and do not loop sound effect tracks?

The reason why I said 'Even when played with a BGM Track at the same time!', is because back in the day, sound effects were injected via code to hijack a channel(like one of the 4 channels on the Amiga, not unlike the home and handheld consoles at the time) rather than stand-alone modules, but we don't have those limits anymore... especially not limited on Audio Channels like the old computers and consoles from back in the day.

Anyway, you can remove it from the Sound_Types if you want, it most certainly won't be a huge issue if the formats aren't supported sound effect types and if I have to be honest, I am still learning the format anyways...

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I will test a bit if i can find any problems in terms of using them as sounds and report back.

@Ghabry

Ghabry commented Oct 3, 2026

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superseded by #3690

@Ghabry Ghabry closed this Oct 3, 2026
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3 participants