I'm also sticking to ogg at the moment which of course limits the
amount of music i can pack into my games. For production is use some
tools from drpetters, namely sfxr for 8-bit sound effects as well as
audacity and cubase for heavy lifting. Another way i plan on lifting
the application size problem is via downloading the tracks to sd-card
after the game was installed.

I'd also be very interested in an Android port of libmod :)

On 19 Apr., 22:25, Robert Green <[email protected]> wrote:
> I really like Cubase 5.  I've been a Cubase user for years and you can
> get a light version pretty cheap.  It, like many production apps, take
> a little bit of effort to learn but I can now crank songs out in it
> like nothing else.
>
> I don't recommend MIDI on Android, btw.  I started using it for a new
> game but switched back to 22khz low-quality ogg after I had problems
> with MIDI playback performance, trigger misses and the lack of ability
> to loop seamlessly.  Perhaps JET can do better.
>
> I was thinking trackers would be ideal, though.  I grew up around mods
> and used fast tracker 2 for years.  Let me know if you get that lib
> working well!  I'm currently sticking to small, low quality loops to
> keep file size down.
>
> On Apr 19, 11:17 am, Patrick <[email protected]> wrote:
>
>
>
> > I've been looking around for tools for working with MIDI to create
> > soundfonts, but the one mentioned in the Android JET docs (Awave) is
> > a bit pricey for me.  Tried Vienna Soundfont Studio but it quickly
> > told
> > me that I have "no soundfont compatible device" on my laptop...
>
> > Since I'm coming from a GBA/DS homebrew background, my current
> > solution
> > is using the tracker formats (MOD,XM,IT, etc.) and building libmodplug
> > with the NDK.  It allows me to bring the size of the 12 music files
> > in
> > my game down from about 15MB (ogg) to 750KB (mod,xm + libmodplug.so
> > size).
> > Yes, I like music in games!
>
> > Anyway, just wondering how other game developers are handling music
> > and
> > what tools you're using.
>
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